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    _ \   _ \  |  |    \    _` |     _ \  |  |    _|  |   _` |   ` \    -_)
   ___/ \___/ \_,_| _| _| \__,_|   _.__/ \_, |   _|  _| \__,_| _|_|_| \___|
                                         ___/

   Bound by Flame
   FAQ/Walkthrough
   May 25, 2014
   version 0.9

   This currently a work in progress

/===========================================================================\
|  [TOC]                                                                    |
|                             VERSION HISTORY                               |
|                                                                           |
\===========================================================================/

              version 1.0, complete FAQ/Walkthrough
May 25, 2014   version 0.9, Complete walkthrough for both paths
                           adding more weapons, armors, crafting info
                           still confirming romances
May 19, 2014 - version 0.8, both paths completed up to Act 3, Chapter 2
                           added info on Feats, Skills, more items
May 16, 2014 - version 0.5, complete walkthrough for Demon Path


/===========================================================================\
|  [TOC]                                                                    |
|                            TABLE OF CONTENTS                              |
|                                                                           |
\===========================================================================/

   [bbf-intro] Introduction
   [bbf-mech]  Game Mechanics

   [bbf-ft]    Feats
   [bbf-skl]   Skills

   Walkthrough

   [bbf-00]   Prologue

   [bbf-11]    Act 1 - Chapter 1
   [bbf-12]    Act 1 - Chapter 2
   [bbf-13]    Act 1 - Chapter 3

   [bbf-21]    Act 2 - Chapter 1
   [bbf-22]    Act 2 - Chapter 2
   [bbf-23]    Act 2 - Chapter 3

   [bbf-31]    Act 3 - Chapter 1

   [bbf-41]    Act 4 - Chapter 1

   [bbf-eq]    Equipment Lists

/===========================================================================\
|  [bbf-intro]                                                              |
|                            INTRODUCTION                                   |
|                                                                           |
\===========================================================================/
   ---------- NOTE on version 0.5 ----------
   This is a complete walkthrough following the Demon Path. The walkthrough
   may not hit upon all the possible side quests. A future revision will
   have information on following either path through the game


   --------- TIPS ----------
   Welcome to Spider's new EuroRPG Bound By Flame. This is a much more
   polished effort after Spider's Mars: War Logs.

   This is not a hack-and-slash! Combat is much more strategic. Learn to
   time your attacks, blocks, dodges, and parries.

   There's going to be a lot of awkward English and voice acting. It's
   part of the charm!

   There's going to be a lot of climbing up and down tiny ledges and going
   through doors. These are disguised loading screens.

   Lootable containers are sparse, but can contain valuable items.

   Crafting. It starts out slow with sparse materials, but it pretty soon
   snowballs into a massive quantity of crafting materials.

   You have traps and the crossbow for a reason. The crossbow starts out
   as your highest damage weapon.

   Using daggers is more hack-and-slash friendly because you can dodge all
   attacks, even ranged attacks.

   You can romance two of your companions in one play through. If you're
   the male Vulcan, you can romance the two female companions. The female
   Vulcan can romance the two male companions. There's no same gender
   romances available.

   Romances may depend more on completing Companion side quests than
   actual dialog choices, but this would need to be verified by comparing
   multiple play throughs.

   There are missable side quests.


/===========================================================================\
|  [bbf-mech]                                                               |
|                            GAME MECHANICS                                 |
|                                                                           |
\===========================================================================/

There are two paths. In one, you side with the Demon and become corrupted. In
the other, you resist the Demon influence and remain Human.

The gender you select determines the most efficient path if you are trying to
complete all the achievements in the fewest possible playthroughs. You can
romance both male companions only if you play as female and follow the Human
Path. Likewise, you can romance both female companions if you play as a male
on the Demon Path.

So, if you want all the achievements with only two playthroughs, do a Recruit
Male Demon and a Captain female Human.

Interrupt has two effects: either a stun or a knockdown. Getting interrupted
usually results in an additional hit as you recover. This can be a death
sentence against bosses or on higher difficulty levels.




/===========================================================================\
|  [bbf-skl]                                                                |
|                                SKILLS                                     |
|                                                                           |
\===========================================================================/

You get 2 Skill Points per level. At level 25 you'll have a total of 48 Skill
Points. It costs 36 Skill Points to fully master a Skill Tree.

Skills are organized into four tiers: Novice, Amateur, Expert, and Master
You need to allocate 6 Skill Points to unlock the Amateur Tier, 12 Skill Points
to open up the Expert Tier, and 24 Skill Points to get access to the Master
Skill.


>>>>>>>>>> WARRIOR SKILLS

Powerful Attack - LMOUSE attack
   Heavy Weapons Mastery 1: +10% Damage
   Heavy Weapons Mastery 2: +20% damage
   Heavy Weapons Mastery 3: +30% damage
   -----
   Force of Impact 1: +10% Interrupt
   Force of Impact 2: +20% Interrupt
   Force of Impact 3: +50% Interrupt on a critical hit

Circular Attack - RMOUSE for 2 AOE attacks, hold RMOUSE for 4 AOE attacks
                 75% damage
   Whirlwind 1: -25% charge time for Assault
   Whirlwind 2: +5 Interrupt Resist when charging Whirlwind
   Whirlwind 3: Lets' you turn during Circular Attack
   -----
   Tornado 1: Radius extends from 4m to 5m
   Tornado 2: +5 Interrupt Resist during Circular Attack
   Tornado 3: +3 Interrupt to Circular Attack

Rage: Requires Warrior Expert, Force of Impact 3, and Tornado 3
   Rage 1: Triggers Rage every time an enemy is killed
           Rage grants+2/s Health regen for 5s
   Rage 2: +5 Interrupt during Rage
   Rage 3: +5 Interrupt Resist during Rage

Warrior Stance Buffs
   Vitality 1: +0.50/s Health Regen during combat
   Vitality 2: +0.50/s Health regen while out of combat
   Vitality 3: +2.00/s Health Regen while under 30$ Health during combat
   -----
   Stability 1: +2 Interrupt Resist in Warrior Stance
   Stability 2: +4 Interrupt Resist in Warrior Stance
   Stability 3: Get up faster after getting knocked down
   -----
   Resistance 1: +20% Poison Resist
   Resistance 2: +15% Magic Resist
   Resistance 3: +10% Physical Resist

Guard Break - +20 Interrupt attack
   Violence 1: +5 Interrupt
   Violence 2: +20% Critical Hit Chance, +100% Interrupt
   Violence 3: Critical Hits always knock over weak enemies

Parry - Deflect melee and ranged attacks, counter-attack
   Improved Parrying 1: Parries attacks from sides
   Improved Parrying 2: Parries attacks from behind
   Improved Parry 3: Faster recovery after parrying

War Cry (Master Skill) - Party buffs
   War Cry 1: +50% Damage, Interrupt, Interrupt Resist for 10s
   War Cry 2: +2/s Health regen for duration of effect
   War Cry 3: War Cry lasts for 15s

       ---------------------------------------------------------------

>>>>>>>>>> RANGER SKILLS

Fast Attacks - LMOUSE attack
   Rain of Blades 1: +10% dagger damage, no interruption if enemy parries
   Rain of Blades 2: +15% attack speed
   Rain of Blades 3: +30% attack speed
   -----
   Deviousness 1: +5% critical hit chance with daggers
   Deviousness 2: +10% critical hit chance with daggers
   Deviousness 3: +20% critical hit chance when attacking from behind

Assault - RMOUSE to do a series of rapid attacks at 75% damage
         Hold RMOUSE to do a longer series of rapid attacks
   Expeditious 1: Changes targets during an Assault
   Expeditious 2: -50% charging time for Assault
   Expeditious 3: 30% chance of superhuman dodge during Assault
   -----
   Ravaging Assault 1: +40$ Interrupt during Assault
   Ravaging Assault 2: +20% Damage during Assault
   Ravaging Assault 3: +10% critical hit chance during Assault

Gift of the Viper: Requires Ranger Expert, Deviousness 3, Ravaging Assault 3
   Gift of the Viper 1: +10% chance of Poisoning with daggers
   Gift of the Viper 2: Poisoned enemies do -15% melee damage
   Gift of the Viper 3: Poisoned enemies have -25% Physical Resistance

Stealth - You are less visible and make less noise
         Dagger attacks on enemies taken by surprise are always critical hits
   Invisibility 1: Enables faster movement in Stealth mode
   Invisibility 2: +100% Discretion in Stealth (???)
   Invisibility 3: Enemies can no longer see your light
   -----
   Surprise 1: +200% dagger damage on surprised enemies
   Surprise 2: +100% chance of critical hit with ranged attack on surprised
   Surprise 3: -75% noise when doing a one-hit kill on a surprised enemy
   -----
   Thirst for Blood 1: +5% critical hit chance for 5s after killing an
                           en enemy by surprise
   Thirst for Blood 2: +10% critical hit chance
   Thirst for Blood 3: +50% experience received when killing while Thirst
                           for Blood effect is active

Blocking - parrying with daggers
   Vivacity 1: Enables sprinting during combat while in Ranger Stance
   Vivacity 2: Lets you move more quickly while parrying
   Vivacity 3: -10% damage taken when moving or dodging in Ranger Stance

Dodging - [Q] to dodge, riposte if dodging at the last second
   Reflexes 1: More time to Riposte
   Reflexes 2: +50% chance of superhuman dodge when riposting
   Reflexes 3: +100% chance of superhuman dodge when riposting
   -----
   Rancor 1: Ripostes hit the enemy 3 times instead of 2
   Rancor 2: +15% critical hit chance on ripostes
   Rancor 3: +30% critical hit chance on ripostes

Speed Demon - Ranger Master Skill, Everything else moves in slow motion
   Speed Demon 1: Relative Speed +60% for 10s
   Speed Demon 2: Relative Speed +100%
   Speed Demon 3: Duration lasts for 15s

       ---------------------------------------------------------------

>>>>>>>>>> PYROMANCER SKILLS

   All Fire spells cost 30 Magic, except for Fire Spirit which costs 80.


Orb of Fire - Projectile, 25 Fire Damage, 15 Interrupt
   Upgraded Orb of Fire 1: 30 Fire Damage
   Upgraded Orb of Fire 2: 20 Interrupt
   Upgraded Orb of Fire 3: +20% critical hit chance (+100% damage)
   -----
   Multiple Orbs of Fire 1: 2 more orbs of Fire (10 damage, 10 Interrupt each)
   Multiple Orbs of Fire 2: Critical hits sends 4 more Orbs of Fire
   Multiple Orbs of Fire 3: Additional orbs do 15 damage

Burning Weapon - Equipped weapons do 5 Fire damage for 15s
   Flaming Weapon 1: 10 Fire damage
   Flaming Weapon 2: 20s duration
   Flaming Weapon 3: Spell is cast instantly

Conflagration - Expert Pyromancer, Multiple Orbs of Fire 3, Flaming Weapon 3
   Conflagration 1: 20% chance of burning enemy (Fire damage 5/s for 5s)
   Conflagration 2: Burning enemies have -50% Fire Resist
   Conflagration 3: Critical hits automatically Burn enemies

Pyromancer Buffs
   Concentration 1: +10 Interrupt Resist when casting a spell
   Concentration 2: +30% casting speed
   Concentration 3: +10 magic points when you kill an enemy
   -----
   Influx of the Worldheart 1: +0.25/s magic regeneration
   Influx of the Worldheart 2: +0.50/s magic regen when under 30% magic
   Influx of the Worldheart 2: +0.25/s Health regen when at maximum magic
   -----
   Lava Blood 1: +25% Fire damage for all spells
   Lava Blood 2: +10% critical hit chance with Orb of Fire and Fire Wave
   Lava Blood 1: +5s duration for Burning Weapon and Guardian Flames

Guardian Flames - Invokes 3 protective flames for 15s
                 Each blow taken makes a flame disappear
                 +30% damage resistance while there is still a flame
   Flame Mastery 1: Invokes 4 Guardian Flames
   Flame Mastery 2: +40% damage resistance
   Flame Mastery 3: Invokes 6 Guardian Flames
   -----
   Avenging Flames 1: Each Guardian Flames does 10 Fire Damage when hit
   Avenging Flames 2: +20 Interrupt on attacker
   Avenging Flames 1: 30% chance to Burn attacker

Fire Wave - AOE attack that does 10 Fire Damage, 30 Interrupt in 4m radius
   Intense Heat 1: -5 cost in magic to cast spell
   Intense Heat 2: Spell is quicker to cast
   Intense Heat 3: Wave knocks down all weaker enemies
   -----
   Devastating Heat 1: 20 Fire damage
   Devastating Heat 2: 6m radius
   Devastating Heat 1: +10% critical hit chance (+100% damage)

Fire Spirit (Master Skill)
   Fire Spirit 1: Creates a fire spirit that sends up to 4 Orbs of Fire at
                  enemies in an 8m radius. These Orbs of Fire have the same
                  properties as your Orbs of Fire and can Burn enemies
   Fire Spirit 2: Radius of 12m
   Fire Spirit 3: Fire Spirit sends out up to 6 Orbs of Fire before vanishing


/===========================================================================\
|  [bbf-ft]                                                                 |
|                                 FEATS                                     |
|                                                                           |
\===========================================================================/

You get 1 Feat Point per level. You'll get to level 25 by the end of the game.
That's 24 Feat Points.

All Exploration Feats cost 18 points, 14 for Combat, and 14 for Crafting for
a total of 46 possible Feat Points.

Feats do not stack. If you take Tough (+10 HP) and Colossus (+20 HP), you
get a max health of 120, not 130.

Most Fire Spells cost 30 Magic. That's 3 attacks.
You can get 4 magic attacks with Energetic and Temperate for 2 Skill Points.
Intense and Wise will get you 5 magic attacks, but cost you 6 Skill Points.
However Energetic and Wise or Intense and Temperate will only give 1
additional magic attack.

You WILL use Health potions at some point. Apothecary drops the materials
needed by 33%.


----- ESSENTIAL (8)
(1) Lucky, (3) Snooper, (2) Crossbowman, (2) Apothecary

----- PRIMARY
(2) Swashbuckler, Slugger, Executioner, or Assassin
(1) Healer, (2) Manufacturer

----- SECONDARY
(2) Gunner and (1) Soldier

>>>>>

----- OPTIONAL - based on play style
Practical, Passionate, Tough, Colossus, Energetic, Intense
Temperate, Wise, Gunner
Alchemist, Craftsman, Master Craftsman, Trapper

----- USELESS
Mule, Finder, Haggler


----- EXPLORATION
(1) Tough +10 HP: Take damage 20 times
(3) Colossus +20 HP: Take damage 40 times
(1) Energetic +10 MP: Cast 15 fire spells
(3) Intense +20 MP: Cast 30 fire spells
(1) Practical +10% XP: Kill 15 enemies
(3) Passionate +20% XP: Kill 60 enemies
(1) Mule +50 WT: Collect 5 items
(1) Lucky +20% chance of finding items: Collect 20 ingredients from enemies
(3) Snooper +40% chance of finding items: Collect 40 ingredients from enemies
(1) Finder nearby chests give off a sound: Open 15 chests

----- COMBAT
(2) Swashbuckler: +2 sword damage: Kill 15 enemies with swords
(2) Slugger +2 interrupt with hammers: Kill 15 enemies with hammers
(2) Executioner: +2% crit chance with axes
(2) Assassin: +2% crit chance with daggers
(1) Temperate: -10% cost of fire spells
(3) Wise: -20% cost of fire spells, kill 30 enemies with fire spells
(2) Crossbowman: +30% crossbow damage, kill 5 enemies with crossbow
(2) Gunner: +50% Trap Damage, Hit 15 enemies with exploding traps

----- CRAFTING
(1) Healer: +25% health restore, Use 2 health potions
(1) Alchemist, +25% magic restores, Use 2 mana potions
(1) Craftsman, +20% chance of recycling ingredients, Recycle 10 objects
(3) Master Craftsman, +40% chance of recycling, recycle 20 objects
(2) Manufacturer, Takes fewer ingredients to make other ingredients, Make 10
       ingredients
(2) Apothecary, takes fewer ingredients to make potions, make 5 potions
(1) Soldier, takes fewer ingredients to make crossbow quarrels, make
       10 crossbow quarrels
(1) Trapper: fewer ingredients to make traps, make 10 traps
(2) Haggler, -20% merchant price, Make or upgrade 20 things

----- Automatics
(20%)  Demonic Spark: -20% Ice Resists, +20 Max Magic
(60%)  Demonic Inspiration: No Helmets, +2.00/s Magic Regen
(100%) Puissance Demoniaque: -20% Physical Resist, +20% all fire damage
Blood of Algandar: +10 Max health, +10 Max magic

/===========================================================================\
|  [bbf-craft]                                                              |
|                            CRAFTING and UPGRADING                         |
|                                                                           |
\===========================================================================/

Crafting is making usable items (exploding traps, crossbow bolts, and potions)
and components. Upgrading involves altering equipment using components. You
can recycle weapons, armor, and upgrades to get components.

Weapons and armor can be divided into tiers based on the available upgrades.

Components and equipment can be looted from enemies and containers, or
purchased from NPCs.

The crafting Feats reduces the number of components needed during crafting.

COMPONENTS
Raw Metal ...... | 10 gold
Refined Metal .. | 4 or 3 raw metal
Steel .......... | 6/4 refined metal, 4/3 leather, 10/8 tainted blood
Tainted Steel .. | 6/4 steel, 8/6 heart dust
Gemstone ....... | 4/3 raw metal, 4/3 tainted blood
Tainted Gemstone | 1 tainted steel, 10/8 gemstone, 16/12 heart dust
Bones .......... | 24 gold
Tainted Bones .. | 1 bone, 12/9 heart dust
Leather ........ | 16 gold
Tainted Leather  | 1 leather, 8/6 heart dust
Heart Dust ..... | 4/3 bones, 4/3 leather, 4/3 tainted blood
Tainted Blood .. | 10 gold


/===========================================================================\
|  [bbf-00]                                                                 |
|               Prologue - The Temple at the Top of the World               |
|                                                                           |
\===========================================================================/

---------- THE ESPLANADE

Main Quest: At the Service of the Red Scribes

   [ ] Meet up with the Captain in front of the temple

Go straight and loot the ROCK PILE for some crafting materials. Follow the
turn in the path and search another ROCK PILE. The Captain calls out to you.
Loot a third ROCK PILE near the top of the path.

   [ ] Talk to the Captain of the Freeborn Blades
Run up to the top of the Esplanade to speak with the Captain.

   [ ] Pick up some equipment

There's another ROCK PILE by the stone torch pillar and the tree across from
the Captain in the southwest area of the Esplanade. Stay to the right and
move up near the temple. You can find a ROCK PILE and a BARREL to the south.
You can talk to Buffalo by the main gate for some background. Head over to
the camp and kick open another BARREL. Loot the CHEST for the equipment.

   [ ] Create 10 Explosive Traps

Press [I] to open the Bag Menu. Craft 10 Exploding Traps.

   [ ] Give the traps to Peeler

Peeler is the guy standing on the left side of the main gate. Talk to Peeler
to give him the traps.

   [ ] Trap the accesses to the temple (0/4)

Head back out near the captain. There are four marked areas on the ground.
Move to a marked area, press [TAB] to open the Tactics menu, and click on
the explosive trap. Placing the fourth trap triggers the first fight.

   [ ] Defeat the Deadwalkers

The first Deadwalker is easy. Just use LMOUSE for a quick attack, RMOUSE for
an area attack, or hold down RMOUSE for a charged attack. Press SPACE to parry
or hold SPACE to block. If you time your parry so it activates just prior to
getting hit, you do an automatic counterattack.

The second Deadwalker has a shield. Press [Q] to do a guard break.

The third type of Deadwalker is an archer. You won't be able to one-hit kill
the archers with your crossbow, so get in close an do a melee attack then
press [2] to finish it off with the crossbow.

Now that the combat basics have been introduced, a second wave attacks. Use
the middle mouse button or [R] to lock onto a target. Use the [LEFT] and
[RIGHT] keys or the scroll wheel to switch targets. Kill all the Deadwalkers.

The third wave is lead by a Juggernaut. Everyone falls back to the Temple.

---------- THE TEMPLE AT THE TOP OF THE WORLD

   [ ] Defend the front entry

Kill the two ice Specters. More Specters will spawn, but you can ignore them
as you won't get experience for killing additional Specters.

   [ ] Check the East Wing

Before going up the steps, head south for some loot. There's a ROCK PILE in
the small alcove. The larger room to the southwest has a CHEST with some gold
in it.

Go up the steps and go to the left for a ROCK PILE. Go up the stairs on the
right to the upper level of the Temple. Go into the small chamber. Loot the
CHEST on the left.

   SIDE QUEST: None shall pass -------------------------------------
       [ ] Find Buffalo in front of the invoking chamber

   Talk to Buffalo to complete the side quest.
   -----------------------------------------------------------------

Exit the small chamber and take a right. You find a dead mercenary and get
attacked by a Deadwalker. The Ranger style of combat is unlocked. Use your
daggers to kill the Deadwalkers. Enemies will now drop a tiny loot bag so be
sure to pick those up. Look by the right wall for a ROCK PILE.

At the next encounter, you are prompted to use [X] to activate stealth. Sneak
up and attack one of the enemies. Loot the CHEST to get new weapons: the sword
CLEAVER and BITING daggers. Press [I] to equip the new weapons.

You should also level up. Press [Z] to spend your Skill Points and select a
Feat. Probably the best Feat to get is Practical, which gives you 10% more
experience earned.

Continue through the Temple. Duck into the side passage on the right. Loot the
CHEST on the right. You can also pick up the Exploding Trap.

   SIDE QUEST: A brother in danger ---------------------------------
       [ ] Find Peeler

   Go down the stairs and help Peeler kill the Deadwalkers. Pick up
   any monster loot and kick open the CHEST.
   -----------------------------------------------------------------

Exit the side passage and take a right. There's a ROCK PILE by the top of the
stairs. Go down the stairs.

   [ ] Defend the East Wing

Kill the Deadwalkers. A new Deadwalker shows up, the Spewer. The best way to
kill the Spewer is with daggers and using [Q] to dodge its attacks. Grab the
monster loot and loot the CHEST after you evade the Juggernaut.

   [ ] Get to the Red Scribe in the invoking chamber

Head up the stairs and fight your way back to the small chamber where you meet
up with Buffalo earlier. This is a good time to SAVE YOUR GAME. Enter the
Invoking Chamber.

   [ ] Protect the Red Scribes

Kill the Hobblers. You get fused with a Demon.

   [ ] Defeat the Juggernaut

The Juggernaut is pretty easy. It has a simple attack pattern: a ground slam
followed by a ground sweep. Use Orbs of Fire and/or Burning Weapon for extra
damage. Attack the armored wrists and ankles. While you're doing this, deal
with the Skeletons and Hobbler archers. You can hide underneath the Juggernaut
and not take too much damage. Trying to fight at medium range will get you
swatted and stomped on.

Open wide for some Plot.

Dialog choice
   --> Keeping watch on me, Sergeant?
   --> Fine with me, let's go

Dialog choice
   --> He didn't get to be Captain by accident
   --> Keep that up and you'll never judge anyone again
   --> What are you doing in these swamplands?

Decision
   --> Interesting venom, huh? Comae along with me then, Sybil
   --> Rhelmar, you know the way

You can choose to take the Fire Mage Sybil or the Ranger Rhelmar with you.
Sybil has heals and a side quest in the Swamps. You won't be able to complete
Sybil's side quest on the way to Valvenor. Rhelmar is primarily a ranged
attacker so more of a combat support role.

You unlock the Pyromancer Skill Tree.

/===========================================================================\
|  [bbf-11]                                                                 |
|               Act 1 - TWISTS AND TURNS IN VALVENOR                        |
|                    Chapter 1 - A Village of Refugees                      |
|                                                                           |
\===========================================================================/

---------- THE PATH TO VALVENOR

   Side Quest: On Safari with Sybil --------------------------------
       [ ] Show Sybil the local fauna

   Take Sybil through the Swamps and fight a Chrysalid, an Impaler,
   and a Ripper.
   -----------------------------------------------------------------

   [ ] Drive back the hostile creatures of the swamp

As soon as you start down the path you get attacked. The floating spider-like
creatures are called Chrysalids, the most common monster encountered in the
swamps. There are smaller Chrysalids and larger Chrysalids. Both use their
claws, but the larger ones also have a projectile attack.

Ask Sybil about the Chrysalids after the fight to work on completing her Safari
side quest.

Continue along the path. There's a ROCK PILE in the dead end on the right with
a Chrysalid.

When you get to the three-way intersection, take the middle path. Kill the Whip
Vine. Loot the ROCK PILE on the end of the wooden bridge. The Whip Vine doesn't
count toward Sybil's side quest as Whip Vines are flora, not fauna.

Return to the three-way intersection.

   The path that goes south has some Chrysalids. If you stay on that path
   you'll run across some Parasites.

   The clearing in front of the Southern Delta exit has Chrysalids and
   a Parasite. Search close by the exit for a TREE STUMP.

   On the southwest path that's between the Southern Delta clearing and
   the broken bridge clearing there's a TREE STUMP.

   The clearing that's below the broken bridge has Chrysalids.

   The northeast clearing that leads to the Path of Ruins has Chrysalids
   and Parasites. Climb up to the west for a ROCK PILE. Climb up to the
   Path of Exile. Loot the skeleton to get a new sword, Fate.

Let's grab the sword by climbing down and heading east toward the Path of the
Ruins. Search the ROCK PILE. There are some Chrysalids and Parasites in the
clearing. Parasites are also considered flora and not fauna. Climb up to the
northeast and loot the skeleton for the FATE sword.

Climb up the short path to head toward the village. Search the TREE STUMP.
Climb up to the path. There's a new monster, the Impaler or Sickle, to the
east. Ask Sybil about the Impaler. Go west to the end of the broken bridge and
loot the skeleton to find a new weapon, the axe SLICER.

   [ ] Get to the village of Valvenor
   [ ] Secure the village entranceway

When you're done exploring the swamp, head to the village. Kill the Chrysalids
attacking the man fighting by the village gate. His name is Randval. After the
fight, go back and loot the TREE STUMP and pick up any monster loot.

   [ ] Get to the Captain and the Steward in the village hall

Enter Valvenor. You can converse with Randval to get some information on the
village and on The Knight Who Speaks in Third Person.

---------- THE REFUGEE CAMP

   Cross the bridge. There's a ROCK PILE to the west.

   Go through the door at the end of the bridge for a BARREL.

   Go down the wooden ramp. Look under the bridge for a CRATE.

   Look for a narrow path near the smoky campfire and go east to the other
   side of the village. Look to the south by the tents for a BARREL.

   Look for another campfire in the northwest. Cross the short bridge to
   get a ROCK PILE.

   There's a TREE STUMP at the start of the path to the Southern Delta.

   There's a CRATE at the Mercenary Camp by the Southern Delta door.

   The east exit to the Center of the Village by Buffalo has a ROCK PILE.

---------- THE CENTER OF THE VILLAGE

   One CRATE behind a wagon near the west exit.

   TREE STUMP on the dead end near NPC Mason.

   CHEST on the wooden platform by NPC Miranda.

   CRATE inside the small building between the west and east sides
   of the Center of the Village.

   CRATE and BARREL by the stables on the west side.

   ASSAEL, a BLACKSMITH, is located on the west side.

Go up the wooden steps to the Village Hall.

   There's a TREE STUMP down by the west door.

   To the east is a BARREL by a tent. To the west of the east door
   there's a BARREL hidden behind a stack of crates. Go up the east
   steps and loot the CHEST on left for the ELVEN GREAVES.

Here's a good place to make a SAVE. Enter the Village Hall using the middle
door.

Dialog choice
   --> Whatever. It's no big deal
   --> Everyone's gonna be afraid of me
   --> It means that you'll leave me the hell alone

---------- THE VILLAGE HALL

   There's a CHEST upstairs in the Guest Room.

   There's a BARREL tucked away behind the bar by the Steward.

   In the Cellar is a CRATE under the stairs with the hammer STUNNER.

   In the east half of the Village Hall you find the Mercs in the
   Dormitories. Open up the small CHEST on the table to grab the
   MERCENARY HELMET.

Talk to the elf, Rhelmar, in the Dormitories for a side quest.

   Side Quest: A cure for the Prince -------------------------------
       [ ] Talk to Silban
       [ ] Collect the components during the night (0/2)
       [ ] Give the components to Silban

   Go to the Path to Valvenor at night. There are two clearings with
   a large number of Chrysalids and a purple Chrysalid queen. The
   Chrysalid Queens have a ranged poison projectile. Kill all the
   enemies in each clearing to get the Chrysalid Queen Poison for
   the quest. Return to the Village Hall with both poisons and talk
   to Silban to complete the side quest.
   -----------------------------------------------------------------

Approaching Randval automatically triggers his side quest. When you're
ready, accept Randval's challenge to a duel. You'll automatically move to
the Center of the Village for the fight.

   Side Quest: The Duel --------------------------------------------
       [ ] Fight Randval in single combat
       [ ] Win the duel against Randval

   Randval uses a sword. He has a kick guard break that always
   knocks you down and leaves you open for an additional attack. His
   normal attacks are blockable. Get Randval down to about 10% health
   and he yields. You get the GUARDIAN sword and a new side quest.
   -----------------------------------------------------------------

   Side Quest: The recruitment of Randval --------------------------
       [ ] Suggest to the Captain of the Freeborn Blades that he
               recruit Randval
       [ ] Introduce Randval to the Captain

   Recruit Randval at the Village Hall. The captain can be found
   by the door to the Southern Delta. Tell the Captain about the
   new recruit to complete the side quest. Randval then leaves
   the party.
   -----------------------------------------------------------------

Talk to the Steward and ask about the Healing House, the Guards, and the beast.

   Side Quest: Problems of stewardship -----------------------------
       [ ] Talk to the Steward about Valvenor's problems (0/2)
       [ ] Talk to Mirana, the dispensary healer
       [ ] Talk to Mason, the guard chief

       Talk to Mirana and Mason and start their side quests to
       complete the Steward's side quest.
   -----------------------------------------------------------------

Exit the Village Hall. Both Mirana and Mason can be found in the eastern half
of the Center of the Village.

   [ ] Talk to Mason, the guard chief

       Side quest: The greenhorn's training ------------------------
           [ ] Talk to Mason to train the greenhorns
           [ ] Train the new recruits
           [ ] Fight the new recruits again
           [ ] Give the new guard recruits a last combat lesson

       Defeat the two Rangers and two Archers three times. You get
       the LIFE REDUCER Axe as a reward.
       -------------------------------------------------------------

       Side quest: The disappeared guards --------------------------
           [ ] Find Mason's men who disappeared in the Swamp

       You'll complete this quest by following the Main Quest
       -------------------------------------------------------------

       Side Quest: The guard's equipment ---------------------------
           [ ] Find a smith

           [ ] Complete Assael's raw materials
                   OR
           [ ] Complete Something to beat iron with

           [ ] Inform Mason that a blacksmith is ready to repair the
               Watch's equipment

       You get the SWORDSMAN'S HELMET for completing the side quest.
       -------------------------------------------------------------

There are two ways to finish the Guard's Equipment side quest. The obvious way
is to talk to Assael, the blacksmith located on the west side of the Center of
the Village. The other way is to talk to Renko in the western area of the
Refugee Camp.

       Side quest: Assael's raw materials --------------------------
           [ ] Collect ten pieces of Raw metal for Assael
           [ ] Collect ten hides of Leather for Assael
           [ ] Collect five pieces of Refined metal for Assael
               [ ] Bring Assael the materials he needs

       Talk to Assael once you've gathered all the materials. Assael
       says he can start once he has twice as much. So bring Assael
       another set of materials.

           [ ] Collect ten more pieces of Raw metal for Assael
           [ ] Collect ten more hides of Leather for Assael
           [ ] Collect five more pieces of Refined metal for Assael
               [ ] Take more components to Assael
       -------------------------------------------------------------

       Side quest: Something to beat iron with ---------------------
           [ ] Collect ten pieces of Raw metal for Renko
           [ ] Collect ten hides of Leather for Renko
           [ ] Collect five pieces of Refined metal for Renko
               [ ] Collect the materials Renko needs for his forge

       Side quest: A forge for Renko
           [ ] Find Renko's cart and forge

       You'll find Renko's cart and forge in the Swamps.
       -------------------------------------------------------------

   [ ] Talk to Mirana, the dispensary healer

       Dialog choices
           --> I do pretty well with my tools
           --> I could possibly prove to be useful, you never know
           --> I know how to concoct potions
           --> I don't want to spend all night on this

       You get the hammer GUARD BREAKER for talking with Mirana.

       Side quest: The dispensary resources ------------------------
           [ ] Collect food for the dispensary (0/4)
           [ ] Take the provisions to Mirana
           [ ] Take five healing potions to Mirana

       Side Quest: Humanitarian services ---------------------------
           [ ] Collect food for the refugees
           [ ] Find Mirana's assistant, who disappeared in the Swamp

       Go to the Cellar of the Village Hall. Kick open the BARRELS to
       get three of the four rations for the Dispensary. The fourth
       ration can be found at the small camp near the door to the
       Southern Delta. After bringing Mirana the provisions and the
       healing potions, you get the axe ALGANDRIAN.

       Complete the Lost Assistant side quest to complete Humanitarian
       Services.

       Side quest: The lost assistant ------------------------------
           [ ] Take Heymon to Mirana

       You can find Heymon in the Southern Delta.
       -------------------------------------------------------------

Complete Randval's side quests. Start the side quests A Cure for a Prince, The
Lost Assistant, The Disappeared Guards, and select a Blacksmith. Recruit a
companion at the Village Hall: Sybil, Randval, or Rhelmar. You can finish
Sybil's Safari side quest in the Southern Delta.

---------- THE SOUTHERN DELTA

Fight your way through the Whip Vine and Chrysalids.

Look for a pair of barrels on the south side of a wooden wall. One is a Ripper
or Mimic. Killing this Mimic completes the side quest On Safari with Sybil if
you have Sybil as your companion. You get the SWORDSMAN'S BREASTPLATE armor as
a reward.

You find the daggers STEALTHY inside the BARREL.

   There's a corpse by the door to the Path of Valvenor.

   Look for a corpse and a barrel in the southeast area of the western
   clearing. The barrel is a Mimic. Loot the corpse for the sword ELVEN
   SCIMITAR.

The north has some Chrysalids and Impalers. There's a ROCK PILE by the base of
the waterfall behind a large stone. If you talked to Renko, you'll find Renko's
Cart in this clearing. Go to the front of Renko's Cart and bring it back to the
village.

   This completes Renko's side quests and unlocks Renko as a
   Blacksmith.

Go up the natural southeast ramps to the upper part of the Swamp. Look for a
TREE STUMP in the dead end at the top of the first pair of ramps.

In the large eastern clearing you spot some Chrysalids that are not attacking.

Kill the nearby Impalers. Look for a CHEST hidden behind some green bushes to
the northwest and loot the COMMANDO HELMET. Climb up a small ledge to the north
to loot a TREE STUMP.

   You can climb up to get on a path that leads back to Valvenor.
   There's a BARREL and a Mimic along this path.

   On the path to the Eastern Zone there's a corpse to the north behind a
   tree with the LEGIONARY'S CUIRASS. Just beyond the corpse are a couple
   of Impalers.

Kill the Chrysalids on the wooden platform in the eastern clearing. Talk to
Heymon, the dazed man on the platform, when you're ready to take him back to
the Village. Mirana gives you the LEGIONARY'S GREAVES as a reward for
completing the Lost Assistant and Humanitarian Services side quests.

Go through the Path of Valvenor and enter the Path of Ruins.

---------- PATH OF THE RUINS

   [ ] Find the lair of the "Werebeast"

   Along the north path is a TREE STUMP and a ROCK PILE.

   In the south clearing with the Chrysalids and Whip Vines
   there's a TREE STUMP.

   The south path has a couple of Mimics and a ROCK PILE.

Continue along the south path to find the disappeared guards.
       [ ] Collect the guards' equipment (0/3)
       [ ] Take the guard's equipment to Mason

Just beyond the guards there's a TREE STUMP.

Continue north to the next clearing. Before you climb up, turn around and loot
the body to the southeast. You gain the sword IMPERIAL BLADE and the ARABESQUE
daggers. This is a good point to SAVE YOUR GAME.

Climb up to the lair of the Werebeast. You can't block the Werebeast's melee
attacks with a weapon. The Werebeast also stands and summons roots behind him.
At long distance, the Werebeast will send its tendril through the ground and
attack you. The Werebeast is vulnerable to fire, so use Pyromancer skills
against the Werebeast. I killed the Werebeast using the Flaming Weapon,
daggers, and [Q] to dodge its attacks.

Decision
   --> Who are you?
   --> What you doing here anyway, Eolas?
   --> [free her]
   --> [don't free her]

Dialog
   --> Vulcan, powder [master/woman] of the Freeborn Blades
   --> I don't owe you anything...
   --> I'm your new jailer...

There's a dramatic little scene here concerning the witch Edwen and Eolas.
Sybil runs off and Edwen joins the party.



/===========================================================================\
|  [bbf-12]                                                                 |
|               Act 1 - TWISTS AND TURNS IN VALVENOR                        |
|                    Chapter 2 - The Evil Eye                               |
|                                                                           |
\===========================================================================/

   [ ] Report the facts to the Steward

Climb up the ledge to the southwest and grab the ROCK PILE. Cross the bridge to
return to the Path to Valvenor. Return to Valvenor.

Talk to Mason. You can return the equipment or tell Mason none of it was
salvageable. The guards' equipment has no value or use. Either way you get
a pair of COMMANDO GAUNTLETS.

Return to the Village Hall. Edwen waits outside. Go inside and talk to the
Steward.

Dialog
   --> The Red Scribes are manipulating you
   --> Your "good man" had a few things to answer for.

Dialog
   --> (don't mention Edwen)
   --> He wanted to kill his captive...

Dialog
   --> I have no idea
   --> She seems...suspicious

   [ ] Investigate the villagers who are behaving strangely.

Go over to the Dormitories. If you have the two Chrysalid Queen Poisons, talk
to Silban to complete A Cure for The Prince side quest. Talk to Sybil to
complete a quick side quest.

   Side quest: Orphan ----------------------------------------------
       [ ] Talk to Sybil
       [ ] Cheer Sybil up

   Talk to Sybil about what happened with Edwen and Eolas.
   You must tell Sybil that you're sorry about her dad to
   successfully complete the side quest

   Dialog: --> We have to talk...
           ---> I'm Sorry about Your Dad
   -----------------------------------------------------------------

Talk to Rhelmar after completing A Cure for the Prince for a new side quest.

   Side Quest: Idea for Traps --------------------------------------
       [ ] Let Rhelmar find the components

   Gather the samples of red corruption for Silban for the side
   quest Silban's Experiments. When you return to Valvenor, Rhelmar
   has had time to find the components.

       [ ] Show Rhelmar how to set the trap

   Ask Rhelmar about the new trap to finish the side quest. The
   trap radius of effect increases from 4.0m to 5.0m.
   -----------------------------------------------------------------

Go down to the lower level of the Dormitories and talk with Lyestas.

   Side Quest: Silban's Experiments -------------------------------
       [ ] Talk to Silban

   Go upstairs and talk to Silban.

       [ ] Collect samples of red corruption (0/3)

   The samples of red corruption can be found in the Path of Ruins.
   Climb up to the Werebeast's Lair. The samples are located in
   front of the ruins, to the northeast, and the northwest.

       [ ] Take the samples to Silban

   Return to the Village Hall and talk to Silban.

       [ ] Let Silban conduct his experiments

   Enter the Southern Delta. You get a message that Silban is done
   with his experiments.

       [ ] Go back to see Silban
       [ ] Find a guinea pig for Silban's mixture
       [ ] Go back to see Silban
       [ ] Collect more corruption samples (0/4)

   Ask Silban about his experiments. Agree to drink his potion and
   you permanently gain +5 Max Health.

   Return to the Werebeast Lair in the Path of Ruins. The samples
   are southeast, northeast in the dead end, southwest, and in
   front of the ruins. Return to Silban and ask him about the
   corruption. This time you get +15 maximum Health upon completing
   the side quest.
   ----------------------------------------------------------------

Exit the Town Hall. Approach Edwen.

   Side Quest: Edwen's request -------------------------------------
       [ ] Accept Edwen's request
       [ ] Investigate the villagers who are behaving strangely with
               Edwen

   Allow her to join you to complete Edwen's request.
   -----------------------------------------------------------------

Go to the Mercenary camp by the Southern Delta door. Talk to the Captain.
Ask him about the villagers. Ask about Hawk to start the Missing In Action
side quest. Go and ask Buffalo about the villagers. The suspicious villagers
are typically found sitting on the ground gazing at their navels.

The suspicious villagers can only be found from dawn to dusk. Henriot is at
the Mercenary Camp by the Southern Delta door. Melieve and Nigella are in
the southwest part on the western half of the Refugee Camp. Talk to Nigella
to learn that the strange villagers are sneaking away at night.

Go over to the eastern half of the Refugee Camp. Under north end of the bridge
you'll find Agartha and Hugbert. Talk to Hugbert and he tells you about an
expedition into the swamp lead by one of the guards. Edwen prompts you to ask
Mason about the expedition. Go and talk to Mason.

   [ ] Inform chief Mason of your discoveries
   [ ] Find the suspicious villagers at nigthfall
   [ ] Defeat the possessed villagers

Go to the Refugee Camp during the night. The possessed villagers are hanging
around in the south part of the western half of the Refugee Camp. Kill all
the possessed villagers. Mason runs in to tell you some Plot.

   [ ] Investigate the phenomena to the East of the Swamp
   [ ] Look into what's happening to the East of the Swamp with Edwen

Before heading to the Eastern Zone, complete any side quests that are still
pending. All side quests must be completed before entering the Lair of
Whispers.

Make sure Edwen is in the party. Head to the Southern Delta. You can tell the
Captain about the Deadwalkers. Enter the Southern Delta. Head south to the
Path of Valvenor door where you'll find the elusive Hawk.

   Side quest: Missing in action -----------------------------------
       [ ] Find Hawk
       [ ] Defeat the creature
       [ ] Report to the Captain

   On your way to the Eastern Zone, talk to Hawk. Agree to help him
   kill a huge creature he spotted in the swamp. He joins the party.
   Kill the big Impaler to complete the side quest. Hawk leaves the
   party.
   -----------------------------------------------------------------

Go back to Valvenor and talk to the Captain to complete the side quest. Go
through the Southern Delta and enter the Eastern Zone.

---------- SWAMP: EASTERN ZONE

The first clearing has a BARREL and Chrysalids.

Right before you climb down into the second clearing there's a ROCK PILE. The
second clearing has Impalers. Look for a ledge to the southwest. Climb up and
Loot the CHEST for the hammer ANVIL.

The submerged clearing is full of Parasites and a Whip Vine. Search the
submerged corpse for the SWORDSMAN'S GAUNTLETS.

North from the first clearing and the east from submerged clearing there are
two paths that go up. There's a ROCK PILE at the base of the tree between the
two paths.

The eastern path leads to a CHEST with the COMMANDO GREAVES guarded by some
Chrysalids.

The north path leads to some Impalers.

The northwest clearing has Deadwalkers. Kill the Deadwalkers. Here's a good
time to SAVE YOUR GAME. Make sure you've explored everywhere, completed all
the side quests, and bought everything you want at the merchants at Valvenor.

   [ ] Find the lair of the creature that has apparently been corrupting
       the villagers

Enter the Lair of Whispers.

You are given a choice to either follow the Demon or find an alternate way. If
you choose to follow the Demon, you become more powerful and more corrupted.
Following the Demon Path gives you the Demonic Spark Feat which makes you 20%
less ice resistant while granting you +20 maximum magic.

Dialog choice
   --> All right. Do what you gotta do. [Demon Path]
   --> Let's turn back around... [Human Path]

   [ ] Confront the cave creature

If you choose the Human Path, you get a new objective.

   The Lair of Torments --------------------------------------------
       [ ] Find a safe way to enter the creature's lair

   Return to Valvenor by going through the Southern Delta. Talk to
   Silban in the Valvenor Hall Dormitories and ask Silban for
   something to protect your spirit. He gives you two Mental
   Protection Potions.

   Make sure Edwen in in the party. Return to the Eastern Zone.
   -----------------------------------------------------------------

If you choose the Demon Path, you become 20% Possessed and gain an automatic
Feat: Demonic Spark. This gives you +20 Magic, but makes you 20% more
vulnerable to Ice.

Enter the Lair of Whispers.

---------- THE LAIR OF WHISPERS: THE MOUTH

Before you go under the stone bridge, climb up a ledge on the right. Loot the</pre><pre id="faqspan-2">
CHEST. Go under the bridges. Loot the corpse on the right for the CLEAVER
daggers.

Continue along the path and go up into the Depths. It doesn't really matter if
you take the east door or the west door, but let's take the west door.

---------- THE LAIR OF WHISPERS: THE DEPTHS

Kill the Deadwalkers. Check the south path for a CHEST with the COMMANDO
ARMOR. Check the clearing to the north for a body with the LEGIONARY'S
HELMET.

Head west toward the Sanctuary and search the ROCK PILE. Climb down into the
Sanctuary to begin the boss fight.

--------- THE LAIR OF WHISPERS: SANCTUARY

   [ ] Kill the Tormentor
   [ ] Kill the Tormentor with Edwen

Fight the Tormentor and the Deadwalker adds. The Tormentor flies around and
uses melee attacks. The Tormentor has a projectile attack. When the Tormentor
forms a magical pentagram, it attacks with a magical beam. Any purple attack
curses you if it hits you. The Tormentor also has a purple Curse aura. The
Curse slowly drains your mana. Use potions to counteract the effects of being
Cursed.

Defeating the Tormentor ends Chapter 2 and starts Chapter 3.


/===========================================================================\
|  [bbf-13]                                                                 |
|               Act 1 - TWISTS AND TURNS IN VALVENOR                        |
|                    Chapter 3 - The Funeral March                          |
|                                                                           |
\===========================================================================/

   [ ] Return to Valvenor

Pick up any loot. Exit to the Southern Delta. The Swamp is now full of
Deadwalkers. Go to Valvenor. Kill the Deadwalkers. Buffalo orders you to the
Village Center.

   [ ] Get to the village hall

   Side Quest: The defense of the village
       [ ] Defend the west barricade
       [ ] Defend the east barricade

The west barricade is located near Private Bumpkin. Kill all the Deadwalkers
in that area to secure the barricade. Go back to the east. Do not go into the
village center from the bridge as you'll miss defending the east barricade.

The east barricade is by Mason and the House of Healing. So go up the wooden
ramps and enter the village center from the east side. Kill the Deadwalkers
fighting Mason to complete the side quest. Now is a good time to SAVE YOUR
GAME.

Now enter the west side of the village center where you find Prince Arandil
going one-on-one with the Deadwalker General

   [ ] Defeat the Deadwalker General

The Deadwalker General starts the fight concentrating on the Elven Prince. The
Deadwalker General has some special ice attacks. The General is surrounded by
an ice aura. This slows you down. The General can concentrate and surround
itself with ice that does massive damage if you're caught in the area of
effect. The General also uses his axe for the typical melee attacks.

Use Pyromancer attacks to do the most damage. Don't try to stand toe-to-toe
with the Deadwalker General because of the ice aura and ice AOE attacks.

Once you get the General down to about half health, the Deadwalker General
summons some Deadwalker adds. Usually by this time in the fight, you've done
enough damage to aggro the General so the General will start concentrating
on you. Kill the Deadwalker General.

Dialog
   --> You're wrong, Randval won't betray me
   --> You're wrong, Edwen is on my side
   --> You're wrong, Rhelmar is a reliable ally
   --> You're wrong; Sybil will help me to the end
   --> You're wrong; Captain will always take a stand with me

Select one of your Companions or the Captain.

Your Companions and allies assemble in the Center of the Village. You can ask
them for advice. Sybil, Lyestas, and Rhelmar want to join with Prince Arandil.
The Captain, Edwen, and Randval want to follow the Demon.

   [ ] Swear allegiance to Prince Arandil or follow the Demon's advice

This is a major decision. Talk to Prince Arandil and let him know if you plan
on following him or following the Demon.


/===========================================================================\
|  [bbf-21]                                                                 |
|               Act 2 - BATTLE IN THE ICY GRIP                              |
|                    Chapter 1 - The Dead City                              |
|                                                                           |
\===========================================================================/

THE DEMON PATH

   [ ] Investigate what happened to the Freeborn Blades deployed in Caraldthas

   Rhelmar joins the party.

THE HUMAN PATH

   [ ] Recapture the Caraldthas watchtowers

   Prince Arandil joins the party.

-----

Loot the CHEST to get the RANGER'S HELMET.

Speak to Rhelmar to start a side quest.

   Side Quest: The souls of the Elves ------------------------------
       [ ] Collect as many Elf souls as possible (0/20)

   You will find Elf Souls as you explore Caraldthas
   -----------------------------------------------------------------

Talk to Sybil and agree to help her locate some books for a side quest.

   Side quest: The icy library -------------------------------------
       [ ] Find the library

   Bring Sybil to the library in Caraldthas
   -----------------------------------------------------------------

Talk to High Commander Vahlen and ask him about the perimeter of the city. If
you chose the Human Path, you get The Blockade side quest. If you took the
Demon Path, you get The Watchtowers side quest.

   Side Quest: The Blockade (Demon) --------------------------------
       [ ] Defeat the blockading patrol

   -----------------------------------------------------------------

   Side Quest: The watchtowers (Demon) -----------------------------
       [ ] Recapture the two watchtowers

   -----------------------------------------------------------------

Silban sells Health and Magic Potions.

There's an Elven Blacksmith, Castianor, that sells weapons, some pieces of
armor, and metal/steel components. There's also a BARREL near him.

There's a ROCK PILE by the northwest door.

The Merc Camp is by the southwest door. Here you can find Hawk, the Captain,
Buffalo, Edwen, Randval, and Renko, a human Blacksmith. Renko always appears
here even if you picked Assael as the Blacksmith in Act I.
Renko sells weapons, daggers, a crossbow, exploding traps, crossbow bolts, raw
metal, and leather.

Talk Randval and let him reconnoiter to start a Side Quest.

   Side Quest: Randval the loner -----------------------------------
       [ ] Let Randval reconnoiter

   -----------------------------------------------------------------

   THE DEMON PATH
   When you're ready to set out, talk to the Sentinel.

   [ ] Look for a way to enter the city

   -----------------------------------------------------------------

When you're ready, exit the Camp to the Frozen Waterway.

---------- FROZEN WATERWAY

   There's a ROCK PILE by the south door that goes back to Camp.

   One corpse in the southeast dead end.

The north watchtower is guarded by some Deadwalkers lead by a double shield
Deadwalker. Some Deadwalkers now have Icy Auras or use Ice magic. Make sure to
retrieve the two ELF SOULS from the dead elves.

   There's an ICE BLOCK by the door to Upper Caraldthas with the crossbow
   RINGER. The door to Upper Caraldthas is not openable from the Frozen
   Waterway.

   The small eastern clearing has some Deadwalkers lead by a Deadwalker with
   an Icy axe and a couple of Icy archers. There's also a BARREL.

   The southern watchtower is located on an upper level. Look underneath the
   bridge for a CHEST with the SERPENT TONGUES daggers.

There are two ways to get to the southern watchtower. There's a ledge to climb
up to the northeast. Let's skip that way for now. Go under the bridge and go
west. Follow the path up and defeat the blockading patrol. If you are on the
Demon Path, you'll automatically complete The Blockade side quest.
Recover the 3 ELF SOULS.

   Side Quest: The Blockade ----------------------------------------
       [ ] Defeat the blockading patrol
       [ ] Inform the commander of the Elf army

   -----------------------------------------------------------------

A Spewer patrols along the bridge leading to the southern watchtower.
There's another double-shield Deadwalker by the watchtower. Wipe out
the Deadwalkers. Gather up the three ELF SOULS and loot the CRATE.

   THE HUMAN PATH
   You get a new objective after securing both watchtowers.

       [ ] Look for a way to enter the city
   -----------------------------------------------------------------

   The northern clearing has a Spewer with some supporting Deadwalkers.
   Break open the ICE BLOCK to the north to get the PROTECTOR sword.

   There's an ICE BLOCK in the small northwest clearing.

   The large clearing just south of the Caraldthas Gates just has a ROCK
   PILE tucked away to the northeast.

   The southwest path has a bridge with a BARREL at one end and three ELF
   SOULS at the other end. There's a barricade all the way to the southwest.

Head north to the Caraldthas Gates. Just in front of the gates you'll find a
Deadwalker fighting other Deadwalkers. The odd Deadwalker is Mathras.

Duel Mathras. He uses Ice Magic. He has an Icy Wave AOE attack. His favorite
spell sends out huge ice blocks in an arc in front of him, so stay to his
sides or back. Once you get Mathras down to around 50% health he yields.

Mathras joins you if you're on the Demon Path. Otherwise, your companion
doesn't change after you duel Mathras.

Climb up to the Caraldthas Gates.

   [ ] Enter Caraldthas

---------- CARALDTHAS GATES

There's an ICE BLOCK with the RANGER'S VEST on the easternmost path.
There's a BARREL along the north path just before the large clearing. There's
a group of Deadwalkers guarding the middle path. The gates are guarded by a
pair of Spewers. Kill all the Deadwalkers. Go through the door to Lower
Caraldthas.

---------- LOWER CARALDTHAS

THE DEMON PATH

   [ ] Find and free the Deadwalker's prisoner's in the city

THE HUMAN PATH

   [ ] Find King Arandil IV

The Demon Path and Human Path have different objectives in Lower
Caraldthas.

Directly south from the door is a body with an ELF SOUL.

   You can enter the building just to the west of the door. Along the
   northwest path there's an ICE BLOCK with the axe DEVOURER.

   The building on the west side has a frozen CHEST with the REAPERS
   daggers.

   Climb over the southwest wall. The room to the east has a BARREL
   guarded by a Specter. Another Spectra guards the stairs. Go up the
   stairs and loot the CHEST for the RANGER'S GLOVES.

   There's a group of Icy Deadwalkers outside in the northwest corner.

   Get on the northeast path. Go up the stairs and loot the BODY.

   In the northeast corner is an ELF SOUL. There's another ELF SOUL just
   outside, but watch out for the Spewer and the two Icy archers at the
   top of the stairs.

   The Ranger's Boots can be retrieved from the ICE BLOCK in the short
   east dead end path. Go up the stairs and get the ELF SOUL to the
   southwest. Go north around the broken wall and kick open the CHEST
   for the hammer MORNING STAR.

Go through the broken wall by the cart. Open the door and enter a courtyard.
This will automatically start The Prisoners side quest.

   Side Quest: The Prisoners ---------------------------------------
       [ ] Find the prisoners
       [ ] Free the prisoners

   Kill the Deadwalkers. Go to the west and go through the door to
   the north. Speak to Velannis. Kill the Deadwalkers that drop from
   the ceiling. Talk to Velannis again to complete The Prisoners
   side quest.
   -----------------------------------------------------------------

   [ ] Look for King Arandil IV in uptown Caraldthas (Demon Path)
   [ ] Find King Arandil IV (Human Path)

Go through the door in the northeast to enter the Commoners' Quarters.

---------- COMMONER'S QUARTERS

This is the famous Icy Library that's Sybil is looking for.. Exit the first
room and go the left. Loot the frozen CHEST under the stairs for the ROYAL
GUARD'S HELM. Go up the stairs and climb down into a courtyard. You get
attacked by a four armed Ice Spirit. The Ice Spirit has similar attacks to
Mathras. It has a charged AOE ground slam when it hovers in the air. When it
charges up while on the ground, move to the side or behind it to avoid the
ice blocks that arc out in front of it. It rarely uses melee attacks. Kill the
Ice Spirit.

If you've gone Demon, you'll hear Prince Arandil call out to you. If you've got
Prince Arandil with you because you're on the Human Path, you'll hear the faint
calls of King Arandil.

Go to the south to find King Arandil IV. He's, uh, different.

If you have chosen the Demon Path, you absorb the energies from King Arandil
IV and gain a new Demonic Feat. Demonic Inspiration prevents you from wearing
helmets because of your new horns and gives you +2.00 magic regeneration.

Prince Arandil leaves the party and decides to stay behind.

   [ ] Go back to the Elf camp

Before you leave, go west and break open the ICE BLOCK for the sword ROYAL
CLEAVER. Head south to the door. Loot the CRATE by the wagons for some
materials. Continue south. The only available exit goes back to the Steppes
of Caraldthas.

Go south and go through the northern watchtower clearing. On the Human Path,
the Elf sentry gives you a side quest.

   Side Quest: Help the Elf Sentinels ------------------------------
       [ ] Recapture the other watchtower
       [ ] Defeat the blockading patrol

   Head over to the southern watchtower. Defeat the Deadwalkers. Go
   west and wipe out the blockading patrol. You complete the side
   quest after defeating both groups of Deadwalkers.
   -----------------------------------------------------------------

Get back to Camp. If you have Mathras as your companion, Mathras automatically
leaves the group. You can find Mathras hanging out with the red Scribes in the
northeast part of the camp.

Enter the Camp.

Chapter 1 ends when you walk into the part of Camp where Prince Arandil is
located.


/===========================================================================\
|  [bbf-22]                                                                 |
|               Act 2 - BATTLE IN THE ICY GRIP                              |
|                    Chapter 2 - Reconquest                                 |
|                                                                           |
\===========================================================================/

You get a bunch of new main quests depending on your path.

   [ ] Prepare an Elf army counter-attack on Caraldthas (Human Path)
   [ ]

   Main quest: No one left behind (Demon Path)
       [ ] Find the group of Freeborn Blades held prison in Caraldthas

   Main Quest: Water of life or death (Demon Path)
       [ ] Gather the plants needed for Randval's preparation (0/5)

   Main Quest: The Prisoners of Caraldthas (Human Path)
       [ ] Find the first group of prisoners

   Main Quest: Fragile Alliance (Human Path)
       [ ] Talk to Baldwin, chief of the Alliance deserters

   Main Quest: The legendary forge of Caraldthas (Demon/Human)
       [ ] Find the Caraldthas forge

The High Commander automatically tells you about a traitor.

   Side Quest: A Traitor in the Camp -------------------------------
       [ ] Investigate the traitor
       [ ] Kill the traitor
       [ ] Report to the Commander of the Elf army

   Talk to your companions and the other people around the camp.

   Talk to the Elf sentry by the south door. Kill the elf.

   Tell High Commander Vahlen about the traitor and get the CUIRASS
   OF THE ROYAL GUARD as a reward.
   -----------------------------------------------------------------

Talk to High Commander to complete the Blockade and the Watchtowers side
quests. You get the TRACKER'S GLOVES.

Talk to Sybil and ask her about Mathras for a side quest.

   Side Quest: Timid Request ---------------------------------------
       [ ] Ask Mathras for details about his sex life

   Have Mathras join your party and you can ask him about his love
   lives.

       [ ] Talk to Sybil about Mathras' past

   Now go talk to Sybil to complete the side quest.
   -----------------------------------------------------------------

Talk to Rhelmar for a side quest.

   Side quest: Camp Security ---------------------------------------
       [ ] Give traps to Rhelmar (0/10)

   Give 10 traps to Rhelmar to complete the side quest.
   -----------------------------------------------------------------

Complete Camp Security, unless you are low on materials, and Timid Request.

   If you're taking the Human Path, go talk to Baldwin in the southeast.
       [ ] Defeat the champion  of the Alliance deserters in single combat

   Defeat the champion in a duel to complete the Fragile Alliance side quest.

Head over to the Mercenaries' Camp. You find them with a Deadwalker that Edwen
is interrogating. Agree to take part in the interrogation instead of just
wandering off.

   Side quest: The Interrogation of a Deadwalker -------------------
       [ ] Participate in the interrogation

   Edwen picks up some information from the Deadwalker, but at
   perhaps too high a price. The side quest completes once the
   interrogation ends.
   -----------------------------------------------------------------

Randval automatically asks for your help. You only have one opportunity to
help Randval, so take the second option (Very well, Let's go Then).

For [A Traitor in the Camp], talk to the Captain and Buffalo. Then, talk to
the sentry by the south door. Kill the sentry. Report back to Commander Vahlen
to complete the Traitor side quest and get the CUIRASS OF THE ROYAL GUARD.

   The convoy is located by the blockade by the south watchtower.
   Head over there with Randval. You want to cross the bridge. If
   you try to go under the bridge, you fail the side quest. Kill
   the Deadwalkers on the bridge to complete the side quest. You
   get the crossbow ASSASSIN as loot.

   DEMON PATH ------------------------------------------------------
   Go to the Steppes of Caraldthas and gather the five plants for
   Randval. The areas are marked on the map. Search the bushy tree
   stumps.

   [ ] Take the gathered ingredients to Randval

   Return to Camp and talk to Randval. Talk to Randval once you have
   his ingredients. You automatically drink the potion to get the
   Blood of Algandar Feat which permanently grants you +10 to both
   Max Health and Max Magic.
   -----------------------------------------------------------------

Go back to Camp and pick up Sybil. Enter Upper Caraldthas, go to Lower
Caraldthas, and show Sybil the Icy Library.

   [ ] Collect the books (0/3)

Search the bookcases for the books. After you get two books, some Deadwalkers
attack. One of the books can be found among the fallen bookcases.

Let's go back to Upper Caraldthas.

---------- UPPER CARALDTHAS - UPTOWN MARKET

Inside the first building is a BARREL.

   Up on the Balcony there's a CHEST guarded by Deadwalkers.

   In the southwest corner there's an ELF SOUL and an ICE BLOCK with the
   OFFICER'S CUIRASS.

   Go up the northwest stairs and go out on the roof. Loot the body for
   the HONORS daggers.

   There's a Spewer on patrol in the large courtyard to the west. There are
   also three ELF SOULS to be found outside in the courtyard.

   [ ] Free the Freeborn Blades held by the Deadwalkers (Demon)
   [ ] Find the first group of prisoners (Human)

Northwest from the large courtyard you find Seawolf and some Freeborn Blades
in a small room to the south. Talk to Seawolf to free them. Seawolf tells you
about another group of prisoners. The ICE BLOCK in the small room has the
IMPERIAL ELITE BLADE sword.

   [ ] Free the Elf prisoners (Human)

   Side quest: The last prisoners (Demon) --------------------------
       [ ] Find the last group of prisoners

   -----------------------------------------------------------------

   Check the ruins to the southeast, Behind some boxes is a CHEST.

Check along the west path for a broken wall where you can cross to the
Residential Quarter.

---------- RESIDENTIAL QUARTER

The first courtyard is full of Deadwalkers including a couple of Specters.
Check the ICE BLOCK to the southwest for the sword SENTENCE. Search the body
under the rubble to the northwest for an ELF SOUL.

   The north path has an ICE BLOCK with the hammer LIGHTNING. Closer to
   the northwest corner is a BARREL.

   On the west side is an ICE BLOCK to the southwest with some materials.

   In the southwest corner is an ELF SOUL, which should be the last one
   you need to gather 20 souls.

   The door in the southwest corner is locked for now.

You have to climb over a wall to get to the south path. The prisoners are in
the first building. Kill the Deadwalker and surprise Specters. Talk to the
Prisoner to tell them how to escape the city. This completes the Prisoners of
Caraldthas main quest (Human) and The Last Prisoners side quest (Demon).

Exit the building and head west for a CRATE.

Go up to the Square of Arandil

---------- SQUARE OF ARANDIL

There's a BARREL by the south stairs.

   [ ] Neutralize the Deadwalker smith

The Square is guarded by a Cursed Spewer, the Deadwalker smith. Instead of
spitting poison, the Cursed Spewer has a cursed projectile attack. The Cursed
Spewer also has a short range AOE Dark Magic wave that Curses you. When the
Cursed Spewer surrounds itself in purple energy, stay away. Any attacks you do
will damage you. Wait for the purple aura to disappear before attacking again.

   [ ] Take the Caraldthas forge equipment (0/3).

   [ ] Give the forge equipment to Castianor or Renko

The gates of Caraldthas is still locked, so we have to go back to the Uptown
Market and return to camp that way. You can just run through the Upper Market
and exit back to the Steppes. From there it's a short trip back to Camp.

Talk to Thelmar once you have 20 Elf Souls to complete the Souls of the Elves
side quest.

Talk to Rhelmar after giving him the Elf Souls for a new side quest. This may
be an oversight on my part during my initial playthrough, or it may be part
of the Demon Path.

   Side Quest: Camp security ---------------------------------------
       [ ] Give traps to Rhelmar (0/10)

   Talk to Rhelmar when you have 10 traps to complete the side quest.
   -----------------------------------------------------------------

You can give the forge equipment to Renko or return it to Castianor.

If you give the forge equipment to Renko...

   DEMON PATH
Once you complete the No one left behind, Water of life or death, the legendary
forge of Caraldthas, you have completed the preparations for a Freeborn Blades
assault on Caraldthas. You should also finish up the side quests.

   HUMAN PATH
Complete Fragile Alliance, The Prisoners of Caraldthas, and the Legendary
Forge of Caraldthas to prepare an Elf army counter-attack on Caraldthas. You
should also complete the side quests The Prisoners, Help the Elf Sentinels, The
Blockade, Camp Security, Timid Request, The Interrogation of a Deadwalker, A
Traitor in the Camp, Randval the Loner, the Icy Library, and The Souls of the
Elves.

   [ ] Report on the situation to the Freeborn Blades Captain

   [ ] Defeat the Freeborn Blades Captain in single combat

The Captain is not so tough. He fights as a Warrior. Watch out for his Guard
Break as the knockdown will leave you open to an additional attack. You kill
the Captain.

   [ ] Talk to Prince Arandil

When your ready to take part in the assault, speak to Prince Arandil. Rhelmar
and Edwen automatically join your party.


/===========================================================================\
|  [bbf-23]                                                                 |
|               Act 2 - BATTLE IN THE ICY GRIP                              |
|                    Chapter 3 - The Assault                                |
|                                                                           |
\===========================================================================/

   [ ] Get to the city drawbridge

Go to Upper Caraldthas via the Frozen Waterway. Go through the Market to the
Residential Quarter. The Caraldthas Gate is in the southwest corner.

---------- CARALDTHAS GATE

   Inside the building just to the west is a BARREL.

   South of the main courtyard is a BARREL tucked away in a dead end.

   On the northwest side of the courtyard is an ICE BLOCK with the GREAVES
   OF THE ROYAL GUARD.

There's a Spewer that walks around the courtyard and Deadwalkers up the stairs.
Go up the stairs and through the doorway. Loot the CHEST for some items.

Go northeast to the Caraldthas Bridge.

---------- CARALDTHAS BRIDGE

The central courtyard has some Deadwalkers and a four-armed Ice Spirit. Go
through the arch to the east and look immediately to the right for a frozen
CHEST. Inside the chest are the DAGGERS OF THORN. You can check the roof.
There's a ROCK PILE along the south side of the courtyard.

Hop over the wall to continue to the west. There's a ROCK PILE in the
northwest corner.

Head south toward the Gate. You spot a Concubine. You can either fight the
Concubine or save the men.

   [ ] Adopt Edwen's strategy, or provide active support to the Elf
       soldiers with Rhelmar

If you choose to fight the Concubine, Rhelmar runs off in a rage. If you
decide to save the army, Edwen goes all Batman on you and disappears.

   [ ] Defeat the Concubine ----------------------------------------

   The torso and the legs act independently of each other. The legs
   will kick you if you stand directly in front or directly behind
   the Concubine so attack from the sides. At long range, the
   Concubine shoots ice and dark magic projectiles. Most of the
   Concubine's attacks are ice-based magic such as an ice aura, ice
   spikes from the ground, and an icy wave.
   -----------------------------------------------------------------

   [ ] Fight Lord Blackfrost

Lord Blackfrost fights with dark magic in one hand and ice magic in the other.
Get Lord Blackfrost down to about 75% health and he decides to run off.


/===========================================================================\
|  [bbf-31]                                                                 |
|               Act 3 - ASSAULT ON BLACKFROST'S PALACE                      |
|                    Chapter 1 - The Lion's Den                             |
|                                                                           |
\===========================================================================/

   [ ] Get to Blackfrost's domain

After the cutscenes you end up in the Sewers with Edwen or Rhelmar, depending
on who you sided with during the Concubine fight.

   [ ] Go back up through the sewers of the old city

The first part of the Sewer is guarded by a Bone Golem and skeletons. The Bone
Golem mainly attacks using dark magic so you get cursed. It has a Curse Wave it
uses periodically. It can also drop to the ground to recover some of its
health. Defeat the Bone Golem and the Skeletons to continue.

Go up the passage. Check out the body on the right for the TRACKER'S HELMET.

Enter the large chamber that's full of Deadwalkers and hidden Bone Golems.
There's a BODY in the northeast with the axe EQUALIZER.

If you have Rhelmar in your party, go to the east side of the chamber and look
to the west. You'll spot Prince Arandil's body in the body pile. This opens
up a side quest.

   Side Quest: The Soul of a Prince --------------------------------
       [ ] Find a way to access the body

   This will be unlocked by continuing the main quest.
   -----------------------------------------------------------------

Climb up out of the body pile chamber and head east. Inside the east chamber
is an extra large Bone Golem and a CHEST with the SABERTOOTH sword.

Backtrack a little and go through the hole in the wall to the north. Get the
ICY HEARTS daggers from the BODY. Go up the passage to the Upper Waterway.

---------- UPPER WATERWAY

The northeast area has some Skeletons, a Bone Golem, and Double-Shield Hobbler
all guarding a BARREL.

Follow the long narrow passage Look for a corpse on the left with the HUNTRESS
crossbow.

Go into the upper level of the body pile chamber. Check out the dead end in
the southeast for a BODY with the OFFICER'S GAUNTLETS. Climb up the ladder to
the next level of the chamber.

If Edwen is in your party, she detects an artifact. New side quest!

   Side Quest: Edwen's artifact ------------------------------------
       [ ] Locate the source of power

   Go to the south doorway where Edwen detects the artifact.

       [ ] Unblock the accessway

   This will be unlocked by following the main quest.
   -----------------------------------------------------------------

There's a BARREL in the northeast part.

For now just go north and kill the Deadwalkers in the chamber. Just inside the
doorway to the east is a CHEST. Continue north and climb up the ladder to the
Makeshift Camp.

In the Makeshift Camp you'll find Lyestas, Silban, and Renko. Mathras is off
scouting somewhere. You leave your companion, Edwen or Rhelmar, behind to
guard the Makeshift Camp.

   [ ] Find the entrance to Blackfrost's palace

In the next room to the east there's a CRATE behind the short north wall.

The large central courtyard has a big Ice Spirit, a small Ice Spirit, and some
Deadwalkers. There's a CHEST near the south door.

   The next room to the east has a Tormentor and a BARREL.

   The northeast room has a mini Ice Spirit and more Deadwalkers.

The south door goes outside. Go due south and you'll hear cries for help.

   Side Quest: Save the Elf soldiers -------------------------------
       [ ] Find the Elf soldiers

   Continue following the main quest.
   -----------------------------------------------------------------

The door south is locked. The east path is empty. Turn around and go up the
west passage where there's an ICE BLOCK. Enter Blackfrost's Domain.

---------- BLACKFROST'S DOMAIN - GREAT SQUARE

By the northwest door is an Deadwalker General.
By the northeast door is an Ice Spirit.

   On the upper path between the two doors is an ICE BLOCK.

Go down the steps by the northwest door and go east. There's a Tormentor
inside and a small Ice Spirit outside. Further to the east is a ROCK PILE.

   Down the stairs from the northeast door is a big Ice Spirit floating
   around outside.

   There's an ICE BLOCK on the lowest path to the west.

From the westernmost path go east toward the center. A Deadwalker General
guards the central door. There's also an ICE BLOCK in the southwest corner
with the hammer CROSS OF THE NORTH.

   [ ] Free the Elf soldiers (0/2)

Go through the north door to find the Elf soldiers. Kill the Bone Golem. Loot
the CHEST for the ELITE SOLDIER'S ARMOR. Remove the barricade and open each
door. The Elves are to the west. The Freeborn Blades are to the east. You get
the ELITE SOLDIER GREAVES for rescuing both sets of prisoners. Buffalo gives
you a new side quest.

   Side Quest: The Blades enslaved ---------------------------------
       [ ] Find the missing Freeborn Blades

   -----------------------------------------------------------------

Remove the barricade from the north door. Now you have a quicker path back to
the Makeshift Camp.

East from the central door is a CHEST.

In the southeast corner you find Mathras. He tells you about the Guardian and
her three Concubine sisters. The sisters must be defeated in order to defeat
the Guardian. Just north from the climb down is a CHEST with the ELITE
SOLDIER'S HELM.

   There's a north-south path to the southeast that has a frozen CHEST
   holding the DRAGON BONE daggers.

    [ ] Go back to the Red Scribes' camp

You can explore the East Wing, but most of the doors are blocked by corruption.
Return to the Makeshift Camp.

   [ ] Ask Lyestas' help to develop a strategy

Talk to Lyestas. He wants you to gather crystals.

   [ ] Collect crystals to protect the camp (0/6).

   Side Quest: Improve the camp's defenses -------------------------
       [ ] Collect the artifacts (0/4)

   -----------------------------------------------------------------

You can also ask Lyestas about Renko, who is missing.

   Side Quest: Save Renko ------------------------------------------
       [ ] Find Renko in the Sewers

   -----------------------------------------------------------------

Talk to Buffalo and ask him about the other Blades. This unlocks some
additional side quests.

   Side Quest: A Damsel in distress --------------------------------
       [ ] Find Sybil

   -----------------------------------------------------------------

   Side Quest: A Knight in distress --------------------------------
       [ ] Find Randval

   -----------------------------------------------------------------

---------- SEWERS

Go to the Sewers and climb down. You find Renko cowering in the southeast
alcove. Speak to him.

   [ ] Escort Renko back to the Makeshift Camp

Climb up the ladder and go back to the Makeshift Camp to complete the [Save
Renko] side quest. You get THE SPINE, a sword, as a reward.

Now, for the crystals.

The first crystal is in the northeast room. Run over there, kill the mobs,
and gather the crystal. Try clicking on the CRYSTAL multiple times.

Now go south through the door and run up the east ramp. Enter Blackfrost's
Domain. The next crystal is in the small courtyard just south from the door.
Kill the big Ice Spirit ad Deadwalkers. Click on the CRYSTAL until it goes
dormant.

The fastest way to the southwest corner is to go back to the Makeshift Camp
and use the middle door. Go to the southwest courtyard. You'll see Sybil.

   [ ] Help Sybil

Check on Sybil once the area is secured. Give Sybil a health potion. You can
let her join you or send her back to camp. Don't forget to click on the
CRYSTAL.

Continue south to the East Wing.

---------- EAST WING

Along the west half of the north path there's a ROCK PILE.

The north central area has a Deadwalker General and a CRYSTAL.

You can get the TRACKER'S BOOTS from a frozen CHEST in the east section of
the north path.

There's an ICE BLOCK in the northeast corner. DO NOT climb down into the
northeast area with the Concubine.

Go south and go up one level. The east courtyard has a Tormentor and a small
Ice Spirit. Go up the ramps to the top courtyard.

   [ ] Give Randval a hand

You find Randval fighting a big Ice Spirit. Kill the monsters to save Randval.
You get the axe PRECIOUS for saving Randval and completing the side quest.


   There's a FROZEN BLOCK by the west courtyard. Outside is a large Ice
   Spirit.

   The upper west courtyard has a large Ice Spirit.

   In the middle of the upper path there's a ROCK PILE.

   The upper east courtyard has a large Ice Spirit.

   The upper path that goes south has an ICE BLOCK with the axe PELTS.

Head back to the Makeshift Camp once you have all the crystals, saved Sybil,
and rescued Randval.

   THE DEMON PATH --------------------------------------------------
   You encounter Rhelmar and Prince Arandil in the central courtyard.

   [ ] Make an example of those who betray you

   Kill either Rhelmar or Prince Arandil and you automatically finish
   off the other one.
   -----------------------------------------------------------------

   THE HUMAN PATH --------------------------------------------------
   You encounter Edwen in the central courtyard.

   [ ] Make an example of those who betray you

   Kill Edwen.
   -----------------------------------------------------------------

   [ ] Convince Lyestas to get back to work on the crystals

Talk to Lyestas to give him the crystals. Convince him to make the talisman
for you. Talk to Lyestas again and give him the artifacts/crystals for the
camp defenses to complete that side quest.

Now is a good time to SAVE YOUR GAME.

   [ ] Develop a plan of attack with Mathras and the others

Go to the campfire in the other room where your companions are hanging around.
I'm not sure if the following conversation is significant. Simply take the
first dialog choice when talking to each companion. You can choose to take
Sybil, Randval, or Edwen/Rhelmar. If you turn down all three, then you get to
go with Mathras. After you make your choice, Lyestas delivers the
anti-corruption talisman.

You can wander around the camp and switch companions.


/===========================================================================\
|  [bbf-32]                                                                 |
|               Act 3 - ASSAULT ON BLACKFROST'S PALACE                      |
|                    Chapter 2 - Witch Hunt                                 |
|                                                                           |
\===========================================================================/

   [ ] Kill the Stalker
   [ ] Kill the Watcher
   [ ] Kill the Creator

Take the middle door to Blackfrost's Domain.

The Concubine in the southeast is the Guardian. She's last.

There are three Concubines that buff the Guardian. Kill the Stalker in the
southwest first. If you don't, the Stalker will join the other Concubines until
the Stalker is killed. You do not want to fight two Concubines with adds.

----- The Southwest Concubine, Stalker

Go to the southwest area where you rescued Sybil. Go through the west door. Hop
down and meet the Stalker. She's a basic Concubine and the easiest of the three
you have to kill. Watch out for her Ice AOE attack, her ice projectiles, and
melee attacks. Don't step into the ice trap that the Concubines spam onto the
ground. This does massive damage and knocks you down. She is alone so the fight
should be pretty easy.


----- The South Concubine, Creator

Sybil wants to kill the Creator. If you're playing a male character and you've
completed all of Sybil's side quests successfully, take Sybil with you to the
fight.

Go toward the southeast East Wing Door. Go west and go through the door. As
soon as you drop down, this Concubine summons Deadwalkers. I'm guessing that's
why she's called the Creator.

Try to kill the archers first. Don't get knocked off your feet. Getting knocked
down is pretty much a death sentence with all the mobs and projectiles flying
around. Also, you can only use potions when you're on your feet. Traps, the
crossbow, and Orb of Fire are great for whittling away the health of all the
enemies.

   SYBIL ROMANCE ---------------------------------------------------
   After the Creator has been destroyed, Sybil thanks you.

   Dialog
       --> Well, I like being with you, too, you know
       --> Sorry, but you're not really my type

   Take the first option.
   -----------------------------------------------------------------

Once you kill the Creator, you can take Edwen/Rhelmar to the Sewers to complete
the appropriate side quest.


----- The East Wing Concubine, Watcher

Go to the east wing and head south. Go up the ramps and go through one of the
doors. You find the Freeborn Blades.

   [ ] Some Freeborn Blades were killed during the fight against the
       Concubine (0/3)
   [ ] Defeat the Watcher while sparing the Freeborn Blades under her control

The Watcher uses dark magic attacks that curse you if you get hit. See has the
Pentagram Beam and a projectile attack. She has the front and back leg kicks
if you get in too close. Meanwhile, the Freeborn Blades attack you during the
fight.

Order your Companion to go on full Defense. The Freeborn Blades should attack
your Companion. You have to solo the Concubine. Use Pyromancer skills to kill
the Concubine as quickly as possible.

In order to successfully complete the Blades enslaved side quest you need to
kill 3 or fewer of the Blades, or spare all of the Blades. If you don't kill
any of the Freeborn Blades, you get the hammer MJOLNIR as a reward.

You can speak to the surviving Freeborn Blades after the fight. You can order
each of the four surviving Freeborn Blades to secure different areas.

   THE DEMON PATH / EDWEN ROMANCE ----------------------------------
   [ ] Take Edwen on the team
   [ ] Free the power of the artifact

   Before fighting the Guardian, go back to the Makeshift Camp and
   recruit Edwen. Go into the Sewers. Go to the south side. You can
   now enter the alcove. Use the Tablet.

   Dialog
       --> SO what would you propose we do?
       --> I can think of a way...might even be fun...
       --> We could combine our forces.

   Take the second dialog option.

   Combine your fire magic with Edwen's ice magic. If you rescued
   Edwen back in the Swamps and completed all of Edwen's quests, the
   second option should initiate the romance scene.
   -----------------------------------------------------------------

   THE HUMAN PATH / RHELMAR ROMANCE --------------------------------
   [ ] Take Rhelmar in the group
   [ ] Collect the Stone from Prince Arandil

   After killing the Creator and before fighting the Guardian,
   recruit Rhelmar. Go to the lowest level of the Sewers. Get the
   Stone from Prince Arandil's body.

   [ ] Free Prince Arandil's soul
   Head west. Search along the southwest corner and free the
   Prince's Soul.

   Dialog
       --> He died fighting for his people
       --> You did everything you could to save him
       --> He wouldn't have been king for long...

   Take the second action. If you completed all of Rhelmar's side
   quests, the romance scene plays out. You get the DRAGONBONE sword
   as a reward.
   -----------------------------------------------------------------


----- The Guardian Fight

Pick out your companion for the Guardian fight. Go to the southeast corner of
the Great Square and climb down. Despite her posturing, the Guardian is not
that tough. She relies on her ice magic with the rare Pentagram Curse Beam.

Defeat her and your companions join you by the gates.

You also go full Demon. You get a new Demonic Feat: Puissance Demoniaque which
gives you +20% fire damage but at the cost of 20% less physical resistance.

   [ ] Besiege Blackfrost's palace

Enter the Royal Chamber.

   [ ] Defeat the Lord of Frozen Shadows

There are three Blackfrosts. One is armed with a bow. Another uses magic and
can charm one of your companions. Another uses a dark magic weapon and fires
a really powerful ice bolt. Defeat all three Blackfrosts.

   [ ] Enter the rift

Enter the rift to go to the Worldheart.


/===========================================================================\
|  [bbf-41]                                                                 |
|               Act 4 - THE WORLDHEART                                      |
|                    Chapter 1 - Battle of Egos                             |
|                                                                           |
\===========================================================================/

   [ ] Get to the Worldheart

   [ ] Deal with failure

A ghostly Eolas admonishes you. Kill him and the ghostly Sybil, then kill the
ghostly Blades.

   [ ] Deal with responsibilities

At the next clearing you find the Captain and Randval. Strike down the ghosts
and kill the another group of ghostly Blades.

   [ ] Deal with treason

Your next encounter is with Rhelmar or Edwen, depending on who you sided with
at the beginning of Act 3. Strike down the phantom and kill the ghosts. Climb
up to the last area.

   [ ] Defeat the corrupted spirit of the Worldheart

Here's a huge tip to make this long fight much easier. Load up on crossbow
bolts and use your crossbow.

The fight starts out with the Corrupted Spirit in humanoid form. Block or dodge
the charge attacks. When the Corrupted Spirit surrounds itself with white
energy, it is about to spam projectile attacks. The white energy projectiles do
massive amounts of damage. Best bet is to run away and run out of the path of
the projectiles. Get the Corrupted Spirit down to about half life.

The Corrupted Spirit summons a massive Dragon. The Dragon has white energy
projectiles and a white energy breath attack. The vulnerable points of the
Dragon are its feet and head. Dodge its attacks. Damage both feet and the head
to drive off the Dragon.

The Corrupted Spirit starts attacking again. This time the Dragon flies around
and shoots projectiles around the battlefield. Whittle down the Corrupted
Spirit's health until the Dragon shows up again.

Drive off the Dragon a second time. Switch your attacks to the Corrupted
Spirit. At about 10% health, the Dragon shows up again. Finish off the Dragon
and defeat the Corrupted Spirit.

   [ ] Decide what to do with the Worldheart and Vertiel

SAVE HERE. You have three choices:

  DEMON PATH -------------------------------------------------------
  --> Purify the world with fire
  --> Rule the world
  --> Ask your companions for advice
  ------------------------------------------------------------------

  HUMAN PATH --------------------------------------------------------
  --> I prefer a world I can rule
  --> No... this power must be used to heal Vertiel. Whatever the cost.
  --> I must ask the advice of my companions.
  ------------------------------------------------------------------

Roll credits. Toodle pip.


/===========================================================================\
|  [bbf-eq]                                                                 |
|                      EQUIPMENT LISTS                                      |
|                                                                           |
\===========================================================================/

>>>>> SWORDS
Name          |Dmg | Wt |Speed |Crit  |Interrupt |  Cost  | Value
--------------+----+----+------+------+----------+--------+-------
Default Sword | 10 |  2 |  75% | +00% |     8    |    0g  |    0g
Cleaver       | 12 |  4 |  50% | +00% |    10    |    0g  |   17g
Fate          | 12 |  2 |  75% | +00% |     9    |    0g  |   17g
Elven Scimitar| 13 |  5 |  50% | +00% |    10    |    0g  |   26g
Imperial Blade| 15 |  4 |  75% |  +3% |     8    |    0g  |   51g
Guardian      | 13 |  3 |  75% |  +3% |     8    |    0g  |   26g
Protector     | 17 |  4 |  75% |  +3% |     8    |    0g  |   76g
Royal Cleaver | 17 |  5 |  50% | +00% |    10    |    0g  |   76g
Elite Imperial| 19 |  5 |  75% |  +3% |     8    |    0g  |  201g
Sentence      | 19 |  5 |  50% | +00% |    10    |    0g  |  201g
Sabertooth    | 22 |  8 |  50% | +00% |    10    |    0g  |  279g
The Spine     | 23 |  8 |  50% | +00% |    10    |    0g  |  326g
Pain          | 14 |  2 |  75% | +00% |     9    |  179g  |   44g
Fatality      | 16 |  3 |  75% | +00% |     9    |  279g  |
Judgement     | 14 |  4 |  50% | +00% |    10    |  179g  |
Reaper        | 16 |  7 |  50% | +00% |    10    |  279g  |
Dragon's Tear | 21 |  6 |  75% | +00% |     9    | 1004g  |
Agony         | 18 |  3 |  75% | +00% |     9    |  579g  |
Peeler        | 20 |  3 |  50% | +00% |    14    | 1004g  |
Royal Elven   | 18 |  6 |  50% | +00% |    10    |  579g  |
   Dragon's Tear has +5 Max Health


>>>>> AXE
             |Dmg |Wt|Speed |Crit  |Interrupt |  Cost  | Value
--------------+----+--+------+------+----------+--------+-------
Slicer        | 11 | 7|  25% | +10% |    13    |    0g  |   17g
Life Reducer  | 14 | 6|  25% | +12% |    12    |    0g  |   51g
Algandrian    | 12 | 4|  25% | +12% |    12    |    0g  |   26g
Impaler       | 13 | 5|  25% | +10% |    13    |  179g  |   44g
Devourer      | 16 | 5|  25% | +12% |    12    |    0g  |   76g
Equalizer     | 20 | 9|  25% | +15% |    16    |    0g  |  279g
Pelts         | 23 | 7|  25% | +12% |    12    |    0g  |  201g
Precious      | 25 | 9|  25% | +15% |    14    |    0g  |  251g
Lioness       | 15 | 8|  25% | +10% |    13    |  279g  |
Minotaur      | 23 | 9|  25% | +25% |    13    | 1304g  |
Claw          | 18 | 6|  25% | +10% |    13    |  579g  |
   Pelts has +5% Resistance to Magic
   Minotaur has +10 Max health


>>>>> HAMMER
             |Dmg | Wt|Speed |Crit  |Interrupt |  Cost  | Value
--------------+----+---+------+------+----------+--------+-------
Stunner       | 12 |  8|  0%  |  +8% |    14    |    0g  |   26g
Guard Breaker | 11 |  6|  0%  |  +5% |    15    |    0g  |   17g
Anvil         | 14 |  9|  0%  |  +8% |    14    |    0g  |   51g
Morning Star  | 16 |  9|  0%  |  +8% |    14    |    0g  |   76g
Lightning     | 18 | 11|  0%  | +10% |    17    |    0g  |  276g
Cross o/t North 22 | 10|  0%  |  +8% |    16    |    0g  |  201g
Iron Grip     | 13 |  7|  0%  |  +5% |    15    |  179g  |   44g
Eye o/t Dragon| 22 | 11|  0%  | +20% |    16    | 1004g  |
Leviathan     | 18 |  8|  0%  |  +5% |    16    |  579g  |
   Eye of the Dragon has +10 Max Health


>>>>> DAGGERS
                |Dmg |Wt| Crit |Stealth | Interrupt |  Cost  | Value
-----------------+----+--+------+------+----------+--------+-------
Spare Daggers .. |  6 | 1|  +4% |   30   |     4     |    0g  |    0g
Biting ......... |  6 | 2|  +6% |   40   |     6     |    0g  |   17g
Stealthy ....... |  8 | 4|  +4% |   40   |     6     |    0g  |   44g
Arabesque ...... |  6 | 4|  +4% |   35   |     7     |    0g  |   26g</pre><pre id="faqspan-3">
Cleaver ........ |  9 | 2|  +4% |   35   |     6     |    0g  |   76g
Serpent Tongues  |  8 | 5| +12% |   50   |     6     |    0g  |  175g
Reapers ........ |  8 | 4|  +4% |   40   |     9     |    0g  |  176g
Honors ......... | 12 | 4|  +4% |   35   |     6     |    0g  |  226g
Daggers of Thorns|  6 | 4|  +4% |   35   |     7     |    0g  |   26g
Icy Hearts ..... | 12 | 4|  +8% |   45   |     7     |    0g  |  251g
Dragon Bone .... | 10 | 3|  +8% |   55   |     9     |    0g  |  326g
Crafty ......... |  7 | 3| +10% |   50   |     6     |  204g  |   51g
Riders ......... |  7 | 3|  +4% |   35   |     8     |  279g  |
Wyverns ........ | 10 | 5| +12% |   50   |     7     | 1004g  |
Deadly Breaths . | 10 | 5| +12% |   60   |     7     | 1104g  |


>>>>> CROSSBOWS
             |Dmg |Wt| Crit | Interrupt |  Cost  | Value
--------------+----+--+------+-----------+--------+-------
Spare Crossbow| 25 | 2|  +5% |    20     |    0g  |    0g
Ringer        | 30 | 3|  +5% |    25     |    0g  |   68g
Assassin      | 30 | 4|  +5% |    10     |    0g  |  168g
Huntress      | 40 | 4| +10% |    15     |    0g  |  193g
Deception     | 25 | 4|  +5% |    10     |  174g  |
   Deception has 75% chance of poisoning
   Assassin has a 75% chance of poisoning


>>>>> TORSO
             | Armor | Wt|  Cost  | Value | Resists
--------------+-------+---+--------+-------+---------------------------
Mercenary's   |  10%  |  8|     0g |   22g | +12 Interrupt, +8& Poison
Swordsman's   |  12%  |  7|     0g |   57g | +12 Interrupt, +10% Poison
Elven         |  11%  |  8|   129g |   32g | +12 Interrupt, +8% Magic
Legionary's   |  13%  |  9|     0g |   82g | +14 Interrupt
Commando's    |  12%  | 10|     0g |  132g | +13 Interrupt, +8% Magic
Ranger's      |  14%  |  6|     0g |  207g | +13 Interrupt, +10% Poison
Royal Guard's |  14%  | 10|     0g |  232g | +14 Interrupt, +10% Magic
Tracker's     |  15%  |  9|  1029g |       | +15 Interrupt, +12% Poison
Elite Soldier |  15%  | 12|     0g |  632g | +15 Interrupt, +10% Magic
Officer's     |  16%  | 11|     0g |  357g | +16 Interrupt


>>>>> GLOVES
             | Armor |Wt|  Cost  | Value | Resists
--------------+-------+--+--------+-------+---------------------------
Mercenary's   |   1%  | 1|    0g  |    6g | +4% Poison
Swordmans's   |   3%  | 2|    0g  |   14g | +5% Poison
Elven?
Legionary's   |   4%  | 3|  156g  |   39g |
Commando's    |   3%  | 4|    0g  |   64g | +4% Magic
Ranger's      |   4%  | 2|    0g  |  139g | +5% Poison
Royal Guard's |   4%  | 5|  656g  |       | +5% Magic
Tracker's     |   5%  | 3|    0g  |  189g | +6% Poison
Elite Soldier |   5%  | 5| 1056g  |       | +5% Magic, +1 Interrupt
Officer's     |   6%  | 4|    0g  |  214g | +2 Interrupt

>>>>> BOOTS
             | Armor |Wt|  Cost  | Value | Resists
--------------+-------+--+--------+-------+---------------------------
Mercenary's   |   1%  | 1|    0g  |    6g | +4% Poison
Swordsman's   |   3%  | 2|   56g  |   14g | +5% Poison
Elven Greaves |   2%  | 4|    0g  |   11g | +4% Magic
Legionary's   |   4%  | 3|    0g  |   39g |
Commando's    |   3%  | 4|    0g  |   64g | +4% Magic
Ranger's      |   4%  | 2|    0g  |  139g | +5% Poison
Royal Guard   |   5%  | 5|    0g  |  164g | +5% Magic
Tracker's     |   5%  | 3|    0g  |  189g | +6% Poison
Elite Soldier |   5%  | 5|    0g  |  264g | +5% Magic, +1 Interrupt
Officer's     |   6%  | 4|  856g  |       | +2 Interrupt


>>>>> HELMET
             | Armor |Wt|  Cost  | Value | Resists
--------------+-------+--+--------+-------+---------------------------
Mercenary's   |   1%  | 1|    0g  |    6g | +4% Poison
Swordsman's   |   3%  | 2|    0g  |   14g | +5% Poison
Elven Helm    |   2%  | 4|   46g  |   11g | +4% Magic
Legionary's   |   4%  | 3|    0g  |   39g |
Commando's    |   3%  | 4|    0g  |   64g | +4% Magic
Ranger's      |   4%  | 2|    0g  |  139g | +5% Poison
Royal Guard's |   4%  | 5|    0g  |  164g | +5% Magic
Tracker's     |   5%  | 3|    0g  |  189g | +6% Poison
Elite Soldier |   5%  | 5|    0g  |  264g | +5% Magic, +1 Interrupt
Officer's     |   6%  | 4|  856g  |       | +2 Interrupt


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