Mentoring Magic: Where Is Bartolomaeus?
The quest, and why it is harder than it sounds
Mentoring Magic is the second quest from the jinn in Magdal Rest, after The Lost Tome. On paper it is a delivery: take a book to a wizard named Bartolomaeus.
The clue you get is that he is somewhere south of the tower. That is the entire direction.
The complication is that the only route there runs through the Tower, which makes this a genuine expedition rather than an errand.
Prepare before you leave
Three things, and skipping them will cost you real time:
- Buy the Anchor spell from the jinn. This is the important one. Bartolomaeus has the Recall spell, and setting your anchor near his house means you never have to make this journey twice. See fast travel.
- Confirm the book is in your inventory. You cannot complete a delivery without the thing being delivered.
- Be prepared for a fight. The overland stretch is dangerous.
Route: through the Tower
The journey starts at a location called the hole. From there:
- Jump into the water and swim up.
- Follow the blue lights. They lead directly to a door.
- Pull the lever to open it.
- To the left you can pick up a side quest from a skeleton named Peter, who asks you to find an egg. Worth grabbing while you are here.
- Continue to the theatre itself, where you get a short performance. This is the Amphitheater at the heart of the game — see amphitheater.
- From the theatre, head toward the statues.
- Pull the final lever to get out. That is the hard part done.
If you have already explored part of the Tower, you may be able to start from the theatre directly.
Route: overland to the house
You will likely emerge at night. Waiting for daylight makes the path much easier to read.
- Go straight ahead out of the dungeon, past the ruins.
- Follow the brick road, staying toward the left.
- At the crossroads, turn left. This road is dangerous.
- Where the path splits two ways, take the one up the hill.
- Left, then right, and keep following the road.
- Expect large frogs along this stretch.
- Straight ahead, then left, then right.
- Look for a house with a snail in the garden. That is the one.
On the map, the destination sits around the ruins — the house is barely visible when you zoom in.
Set your anchor outside the house before you go in.
Bartolomaeus is usually on the second floor.
Spelling note: the quest text and community sources give Bartolomaeus and Bartolomeos. NerveLabs has published no cast list, so this is unconfirmed.
The delivery, and the choice
He is unimpressed:
“Did you now? Let me take a look. I expected more from him by this point. Tell him my answer is still no.”
The quest is not over — you have to report back. And you can lie.
| Choice | Outcome |
|---|---|
| Lie — say he agreed | The jinn is delighted and teaches you a truth about corrupting spells for free |
| Tell the truth — he said no | The jinn is disappointed and gives you some minor loot |
His response to the truth:
“That is disappointing. I will have to redouble my efforts then. What’s another few months on this rock anyway? I suppose I have to give you something for your trouble. Take these. Not even the madmen here were willing to buy them.”
This is a clean example of the game’s design: mercy, violence, compromise and deceit are all live options, and deceit here is mechanically rewarded with knowledge while honesty pays in items. The Amphitheater records which you chose.
Sources
- “Where Is Bartolomaeus? (Mentoring Magic Quest)” walkthrough video for the full route, preparation advice, both outcomes and all quoted dialogue.
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