_______________________________ | Divine Divinity Walkthrough | | By: JaggedJim | | Date: May 15, 2004 | | Version: 2.2 | îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî This is my walkthrough for Divine Divinity. You can find the latest version of this walkthrough at: http://www.gamefaqs.com http://www.geocities.com/jagged_jim/FAQ ------------------------------------------------------------------------------- |||||||||||||||||||||||||||||||||E-mail Notice||||||||||||||||||||||||||||||||| ------------------------------------------------------------------------------- If you have any questions or comments about this guide then feel free to email me at "jagged_jim@yahoo.com" (without the quotation marks, of course...) Some things to note before you email me: -Make sure you put "Divinity" somewhere in the subject line. If you don't I will likely think that the email is junk and delete it. -Please read the guide before emailing me, it is quite annoying having to answer a question that I have already answered in this guide. (...of course if you're not reading the guide then what are the chances that are going to read this warning?) -I am notoriously bad at checking email. (...and even worse at answering it) So if you are trying to contact me then you will just have to be patient. -Do not, not, not, not, NOT send me ANY attachments with your email. I don't care what the attachment is, I won't look at it and I will likely delete the email immediately. (Also I will NEVER send any attachments with my emails, so if you receive something from my email address and it has an attachment on it, delete it, immediately.) -I am no longer accepting submissions for this guide. Unless it's something really Earth-shattering then I won't be putting it in. -Please use proper spelling and grammar in your email, it's just common courtesy. I don't care if it's perfect, as long as you make the effort. Emails with "si teh awsome" in it, however, will likely be ignored. -A pet peeve of mine is when people replace "you" with "u." It's only two extra key strokes people, jeez. _______________________________________________________________________________ îîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîîî ------------------------------------------------------------------------------- |||||||||||||||||||||||||||||||Table of Contents||||||||||||||||||||||||||||||| ------------------------------------------------------------------------------- Version History [#001] Introduction [#002] Character Guide [#003] Teleportation Scrolls [#004] The Beginners Guide to Adventuring [#005] Walkthrough [#006] -Part I: Healing the Healer [#006.1] -Part II: Assassins, Plagues, and Orcs, Oh My [#006.2] -Part III: Stormfisted [#006.3] -Part IV: Enter Stormfist Castle and Find Zandalor, AGAIN! [#006.4] -Part V: The Council of Six Races and Assorted Magic-Users [#006.5] -Part VI: Battle at Black Lake: The Divine One vs. The Black Ring [#006.6] Side Quests [#007] -Aleroth [#007.1] -Catacombs Under Aleroth [#007.2] -Farmlands [#007.3] -Barracks [#007.4] -Stormfist Castle [#007.5] -Graveyard [#007.6] -Iona's Dungeon [#007.7] -Rivertown Market [#007.8] -Dwarven Village [#007.9] -Dwarven Bread Inn [#007.10] -Northern Rivertown [#007.11] -Southern Rivertown [#007.12] -Verdistis [#007.13] -Thieves Guild [#007.14] -Dark Forest North [#007.15] -Dark Forest South [#007.16] -The Holy Items Quest [#007.17] -The Dragon Armor Set [#007.18] -The Armor of Larian [#007.19] Frequently Asked Questions [#008] Cheats and Bugs [#009] Contributors [#010] ------------------------------------------------------------------------------- |||||||||||||||||||||||||||||Version History [#001]|||||||||||||||||||||||||||| ------------------------------------------------------------------------------- 0.1 - 10/14/02 1.0 - 1/14/03 2.0 - 10/14/03 2.1 - 1/6/04 2.2 - 5/15/04 - A very small update. I updated the Email notice at the top of this guide, along with a few other things. In other news, the fine folks at Larian have bundled the full version of Divine Divinity with their latest release, Beyond Divinity. So if you missed this wonderful game you now have a second chance. Finally, I have been receiving complaints from people receiving virus mail from my email address, so either I'm somehow infected (...and it's been able to avoid my anti-viral software) or someone/thing out there is mimicking my email address. Either way I will never send attachments with my mails, so if you receive an attachment from my address, delete it, immediately. ------------------------------------------------------------------------------- ||||||||||||||||||||||||||||||Introduction [#002]|||||||||||||||||||||||||||||| ------------------------------------------------------------------------------- Divine Divinity is an Action-RPG released in 2002 by CDV. Its game play can be best described as a cross between Diablo and Baldur's Gate. The game mechanics of Divine Divinity are very similar to Diablo, (Combat is basically click a monster until it dies, skills are used with a right-click, ect.) but with few noticeable differences. (Most notably is the ability to pause the game at any time.) Where this game shines, however, is the evolution of game play beyond the mindless hack-and-slash of its Action-RPG counterparts. Quests in Divine Divinity are more than just go kill enemy X, take item Y back to person Z, here quests are much more involved, requiring you to solve puzzles, decide moral dilemmas, and uh... kill monsters. Instead of Towns being merely a place to heal wounds and buy equipment they are now full of NPCs who will give you quests, give you hints, or just share some gossip. ------------------------------------------------------------------------------- |||||||||||||||||||||||||||||Character Guide [#003]|||||||||||||||||||||||||||| ------------------------------------------------------------------------------- The type of character you choose is not the most vital choice in the game, as skills are not restricted by class. But your choice of character does have more impact than just what your character looks like. The biggest difference between the different classes is the amount of Health and Mana each class gets. (see Vital Statistics, Below, for more details.) Below I have compiled a list of the vital data for each class comprising: -Stats: Your character class' starting statistics. -Vital Statistics: The four statistics in Divine Divinity (Strength, Agility, Constitution, and Intelligence) affect your character in several different ways. -Health and Mana Vitality and Mana in Divine Divinity is determined by multiplying your Constitution and Intelligence with your class' Vitality and Mana Modifiers, respectively, and then adding any bonuses you get from items and/or charms equipped. Level apparently has no bearing on your Vitality or Mana. Both your Vitality and your Mana can be determined by this formula: [(Character Modifier) x (Con/Int)] + Item Bonuses. So a Survivor with 25 Constitution, 15 Intelligence and is wearing a ring with +5 to Vitality and +10 to Mana would have: Vitality: (5 x 25) + 5 = 130 Mana: (4 x 15) + 10 = 70 -Note: The numbers for the Damage, Offense, and Defense modifiers came from Raze of the larian.com message boards. -Damage (Thanks to Raze for this info) The damage modifier shows you how much extra damage you can inflict on your enemies. Multiply your Strength score by this modifier then round down. -Offense and Defense (Thanks to Raze for this info) These stats basically determine how often how often you hit the enemy (offense) and how often the enemy will hit you. (defense) -Starting Skills: Each character will start the game with two skills with a single skill level in each. -Special Move: Each class has a different Special Move that is unique to each class. These moves are activated just like other skills; just select the sword icon in the lower right-hand corner of the "Browse Skills" menu and right-click to activate. I have also added my personal opinions on each move. =========== ==================================|Survivors|================================== =========== Survivors are your basic thief-types of Divine Divinity. These guys won't have overwhelming Health or Mana, but they have enough to get by. If you build them properly they can become just about any type of character you want; from a muscle-bound goon to a spell-flinging swashbuckler to a stealthy assassin. I typically pump up Agility and give them a good bow to make them a lethal sniper. -Stats Strength: 10 Agility: 15 Constitution: 10 Intelligence: 10 -Vital Statistics Vitality: 5 x Constitution Mana: 4 x Intelligence Damage: 0.14 x Strength Offense: (0.7 x Agility) - 1 Defense: 0.8 x Agility -Starting Skills Male: Assassin's Kiss, Trader's Tongue Female: Identify, Lockpick -Special Move: Sneaking. When you activate this move your character will crouch down and attempt to hide from the enemy. This move will drain your stamina while you are sneaking. Personally I would prefer a special move that helped you kill enemies rather than just avoiding them, but that's just me. ========= ===================================|Warrior|=================================== ========= Your basic "Might makes Right" fighters, they have fantastic Health but very little Mana. This class is the best choice for beginners, as they will be able to take a lot of abuse and dish out punishment just as well. I usually make these guys into melee characters, with high Strength and Constitution scores while not forgetting about Agility. I hardly ever put any points into Intelligence, depending instead on equipment and charms to raise my Mana. -Stats Strength: 15 Agility: 10 Constitution: 10 Intelligence: 10 -Vital Statistics Vitality: 6 x Constitution Mana: 3 x Intelligence Damage: 0.4 x Strength Offense: 0.8 x Agility Defense: (0.7 x Agility) - 1 -Starting Skills Male: Augment Damage, Sword Expertise Female: Elven Sight, Repair -Special Move: Swirl Attack This move will make your character do a spinning slash that will hit all enemies that are standing near your character with a physical attack. Swirl Attack takes 1,500 stamina to perform. This move has a rather silly name, but it can be rather effective against groups of enemies. Use it liberally when you get surrounded by enemies and always make sure you have some Stamina Potions handy. ======== ====================================|Wizard|=================================== ======== These guys have fantastic Mana reserves, but are VERY fragile. There is a reason why both male and female Mages start with the "Meteorstrike" skill; it will likely carry your character through the first half of the game. Do your best to keep these guys out of the fray, as they will die quickly. -Stats Strength: 10 Agility: 10 Constitution: 10 Intelligence: 15 -Vital Statistics Vitality: 4 x Constitution Mana: 6 x Intelligence Damage: 0.1 x Strength Offense: (0.7 x Agility) - 1 Defense: (0.7 x Agility) - 1 -Starting Skills Male: Summon Vermin, Meteorstrike Female: Meteorstrike, Bless -Special Move: Swap Location This skill will make you switch locations with the targeted creature. This move will cost 1,500 stamina to perform. I never use this skill because more often than not you will just end up warping yourself into the middle of a group of monsters that you wanted to keep your distance from. ------------------------------------------------------------------------------- ||||||||||||||||||||||||||Teleportation Scrolls [#004]||||||||||||||||||||||||| ------------------------------------------------------------------------------- This is just a list of where you can find the various scrolls you need to activate the Teleporters that are scattered around Rivellon. -Mage: Zandalor gives this scroll to you when you first meet him. -Human: Captain Mitox gives this scroll to you when you sign up to fight the Orcs. -or- You can find it inside the library on the lower level of the Cursed Abbey. -Dwarf: In the Dwarven Bread Inn there is a Dwarf named Krasnegar who will offer to give you some gems. Tell him that his money would be better spent helping the refugees of the Orc attack and he will leave. Find the scroll on the table and take it. Note that if you don't do this before you enter Stormfist Castle for the first time then he will disappear and also take the scroll with him. -or- You can find it lying on a table inside the Glenborus Town Hall in the Dwarven Village of Rivertown. (Thanks to Richard Gaddy for this info) -or- The Dwarven King gives it to you after completing the "Find the Stone Axe" quest if you ask for it. (Thanks to Richard Gaddy for this info) -Elves: The Elven Lord Elredor in the Archer's Guild gives this to you if you ask him for it. -Lizard: Goemoe will give this to you after you cure Mardaneus of his insanity -Orc: Inside a treasure chest that's in the Orc Leader's tent. -Imp: It is found inside the Imp's Deserted Castle on the body of a dead Imp. ------------------------------------------------------------------------------- |||||||||||||||||||The Beginners Guide to Adventuring [#005]||||||||||||||||||| ------------------------------------------------------------------------------- Here I will list some hints and tips to help you out. -Always keep the Automap on. The Automap is an invaluable tool for exploring, as it not only shows the surrounding areas but all nearby creatures too, whether they are friend or foe. -The Teleport Stones are very useful, if you know how to use them. The most effective way of using them is to drop one of them next to a bed, (like the one you start the game next to...) then assign a hotkey to the "Drop and Use" button under the "Browse Skills" menu. Now you can just press the hotkey to warp to a bed, take a quick nap and pop right back where you were fully healed and ready for the challenges ahead. You could also place one at the feet of someone who gives you a quest or near a shopkeeper so when you finish a quest or become encumbered from looting a dungeon you can just pop right back to get the reward or to sell off all that junk you've picked up. -Here's how I assign my hotkeys: F1: Healing Potions F2: Mana Potions F3: Stamina or Restoration Potions F4: I leave this one blank so I don't accidentally hit Alt+F4... F5: "Drop and Use" Teleporter Stones F6: "Use" Teleporter Stones F7: Your Class' Special Move F8: Restoration Skill F9-F12: Whatever other weapons, skills, or potions you use often. -The programmers of this game gave you a pause button, USE IT! -Use the Alt Key regularly to highlight any items and/or doors you might have missed. -The stats of any items you find in this game are set when first show the stat window, (Either by moving the cursor over the item or by pressing the Alt Key) not when they are first dropped like I first thought. If you save the game before you move the cursor over the item you can then reload until you get the item you want. -You can make a bed anywhere you want; all you need are two bundles of straw. First have both bundles on the ground. Then click on one of the bundles to unbundle it, then drag the bundled straw onto the unbundled straw to create a patch of hay that functions exactly like a bed. -If you don't want carry around straw, there is a "Portable Bed" inside a locked house to the north of the Cursed Abbey. You can drag and drop it into your inventory and then use it while it is still inside your inventory. -A shopkeeper's attitude towards you has a large effect on his prices. An item will cost twice as much when buying from someone with 0 attitude than buying from someone with 100 attitude. I think the markup (or markdown, if you are selling...) for an item is (100 - (attitude)) percent. -The easiest way to raise a shopkeeper's attitude is by trading with them. I think you also get a higher attitude bonus if you do an unbalanced trade. (i.e. you give him more than he gives you.) Trying to steal from them will lower a shopkeeper's attitude towards you. -After killing an enemy there is a small chance of getting an "Experience Bomb" where you end up getting about 10 times the experience you would normally would! Getting an "Experience Bomb" is, unfortunately, random and very rare. -Avoid weapons with the "Frost" ability attached to them. This weapon will work just like a Freeze spell when they strike, but these weapons will freeze the enemy regardless of the enemies' resistances. This means that you be able to kill just about any enemy without putting yourself in any danger, effectively taking all the challenge (and fun...) out of the game. (Then again, maybe you WANT to take the challenge taken out of the game...) -When fighting a large group of enemies, make sure you don't get surrounded. You will die fast if you get trapped inside a group so be sure to keep moving. If you are a Warrior you can use your Special Move to fight your way out. If you aren't a Warrior... well... I hope you have a LOT healing potions handy. -"Restoration" is a vital skill for the long-term survival of your character. It will save you a fortune in Healing Potions and is cheap enough even for low Mana warriors to cast. Just remember that skill has about a half-second lag in between the time you activate the skill and the time you actually get healed, so if you think that you are about to be killed in a fight use a healing potion instead. -I would highly recommend taking at least one skill level in the "Alchemy" skill so you will be able to mix potions together. Now mix all of your Healing and Mana potions together to make Restoration potions. Since Restoration potions heal your Health and Mana by a percentage rather than a set number (For example, Minor Restoration will heal your Heath/Mana by 50% of your max Health/Mana, as opposed to healing 40 points with Healing/Mana Potions) it is MUCH more efficient to use a Restoration potion over a Healing/Mana potion. (Even if you only need to recover your Health or Mana...) -"Repair" is a skill that can save you a lot of time and money. Since using this skill doesn't degrade the maximum durability the item you don't need more than one skill level in repair. (unless of course you get into the habit of using equipment that has only 1 durability...) You also don't have to worry about trying to find someone to repair your stuff when something breaks. -If you do need to find someone to repair your stuff then you can take it to George, (until he gets whacked...) Otho, (Inside his house in Aleroth, or later at the Blue Boar Inn) or Geoff. (At the Rivertown Market) -"Enchant Weapon" is an invaluable skill for raising your stats. Charms are quite simply the best way raise your resistances, (2 Gold charms and a Silver charm will give you total immunity to an element.) or to cover any stats that are lagging. (I was able to get my rocks-for-brains warrior nearly 500 mana points just through charms) Note that there are only stat-raising charms in this game; there are no Charms that can raise skill levels or add to damage or defense. -The different charm levels and the bonuses they give are: -Cobalt: Gives Minor Bonuses Adds 40 to Vitality/Mana Adds 4 to Statistics Adds 10 to Resistances -Bronze: Gives Medium Bonuses Adds 60 to Vitality/Mana Adds 6 to Statistics Adds 15 to Resistances -Silver: Gives Large Bonuses Adds 80 to Vitality/Mana Adds 8 to Statistics Adds 20 to Resistances -Gold: Gives Very Large Bonuses Adds 100 to Vitality/Mana Adds 10 to Statistics Adds 40 to Resistances -It's a good idea to set up a "Home Base." First you should choose a spot that has easy access to a merchant and a Teleporter. I prefer to set up camp on the northern outskirts of Rivertown Market. You can make a quick jaunt to Geoff to sell, identify, or repair items, or go to the Ars Magicana Teleporter and have the world at your fingertips. (...more or less) Now drop one of your Teleport Stones and make a Hay Bed there. Bring in a Treasure Chest to store your unneeded items and you're set. If you need healing or are overburdened you just "Drop and Use" your Teleport Stone to pop back to rest and sell/store excess equipment before teleporting back and continuing your quest. -The amount of experience that you get for killing an enemy will decrease as you go up in levels. (This means that an enemy that gives you 1000 experience at level 10 will only give you 975 or so experience at level 11.) This is different from the experience given by quests and completing tasks, which actually increases as you gain levels. So if you really want to max out your experience you could clean out all the enemies, and then start on the quests. (I would recommend against this however, because just killing monsters all day is no fun at all.) -Don't believe everything you read! ******************************************************************************* ------------------------------------------------------------------------------- |||||||||||||||||||||||||||||||Walkthrough [#006]|||||||||||||||||||||||||||||| ------------------------------------------------------------------------------- Since this game is very non-linear this walkthrough will only list the quests that are important to the story. I have also split the walkthrough into sections in an attempt to make the walkthrough easier to navigate. All of the directions I give are based on the directions on a compass. (North means to the top of the screen, South to the bottom, West and East means to the left and right of the screen, respectively.) For the most part, I won't tell you about enemy locations or how to fight them. You will just have to figure them out on your own. -Note: I am a bit dyslexic when it comes to which way is left or right, so there is a chance I might have mixed up some of the directions that I have given in walkthrough. I think that I've caught all of these mix ups, but there is always the chance that some of them may have slipped by me. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ SPOILER NOTE: Although I won't try to tell you every little detail that happens in the plot, I will NOT go out of my way to avoid spoilers. I will give brief summaries of a couple important scenes and dialogs in this guide so if you are trying to avoid spoilers, don't read ahead of the spot you need help in. You have been warned. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ ===================================== =====================|Part I: Healing the Healer [#006.1]|===================== ===================================== ____________________________________Aleroth____________________________________ You start the game next to a bed. You can use this bed (and a couple other beds throughout the game) anytime you need to recover your Health and Mana. Go up the ladder and go west and Joram will talk to you. He will tell you that he saved your life when he found you wounded in the woods. (See the Intro movie for more details) He also tells about the recent problems with the Orcs and that Aleroth's leader, Mardaneus, has gone mad. He will tell you to take what you want from his house, so take him up on that offer. When you are done looting, go on outside the house and you will see a scene between Mardaneus and Lanilor, another healer. Go ahead and take a look around town. ___________________Rescue Lanilor the elf from his icy prison__________________ When you get near Mardaneus' house you will see a scene which Lanilor attempts to help Mardaneus not be crazy, but fails miserably as Mardaneus thinks Lanilor is a demon and ends up freezing him before going back inside his house. Talk to Lanilor and he will ask you to convince Mardaneus to unfreeze him. Unfortunately, Mardaneus' door is locked, so talk to Lanilor again and he will tell you to go through the well. The Well -------- Go down to the room to the southwest. There is a locked door there, but the key is just sitting there on a crate in the same room. Continue on and go up the ladder to enter Mardaneus' house. Mardaneus' House ---------------- When you get inside you will be accosted by the still very crazy Mardaneus. You will (eventually) convince him to unfreeze Lanilor. The freshly thawed Lanilor will thank you and tell you about the catacombs beneath town. __________________________Restoring Mardaneus' Sanity__________________________ To enter the catacombs, go to the statue in the center of town that is surrounded by four dragon statues. Click on each of the dragon statues until they all face north. (They will lock into place when they reach the correct position, so don't worry about going too far.) When all four are positioned, the stairs down to the catacombs will be opened. When you first try to go down the stairs Lanilor will stop you and give you a teleporter stone. Catacombs: First Level ---------------------- In the room south of the starting area throw the lever on the northern wall to unlock the door. Follow the hallway to the end and throw another lever to unlock the nearby door. Go through the door and clean out all the skeletons in this room. Continue on and clean out the next room and the one after that. Grab the magic orb from the next room then continue on and in the next room grab the sapphire key. Continue south down the next room until you come to a fork in the road, the locked door to the west needs the sapphire key and leads back to the first hallway. Both the east and south forks lead to the same place, but the east fork has another magic orb, so take the east fork first. Continue on to the south and west to the next room and grab the final orb. In this room if you light the 5 candles around the pentagram you will summon a skeleton who will attack you. Throw the lever to unlock the door and continue on. In the next room you find a group of Orcs. They are reasonably friendly (meaning they don't try to disembowel you on sight) and their leader, Smiruk even has a quest for you. (See "Retrieve the Magic Axe called Slasher," below) The ladder in the room leads to the middle of an Orc camp, you DON'T want to go there, (at least, not yet) so go south down the hallway and to the east until you reach a fork, the east fork leads to a dead end, and the south path leads to an interesting room where you can get yourself your very own zombie bodyguard (See "Gregar Brock," below.) Take the northern path and in the next room and place one Magic orb in center of each of the three pentagrams to open up a portal. Go through the portal and in the next room take the stairs down to the next level. The stairs up will create a shortcut back to town. Catacombs: Second Level ----------------------- This level has a VERY difficult puzzle to solve on this level. To solve it you have to go the stairs in the northwest corner, and then click on the stairs to go to the next level. If you are looking for it, Slasher can be found on this level, it is in a treasure room that's under a Floor Tile. Catacombs: Third Level ---------------------- From the stairs go east and then south into the large room. The stairs down are in one of the coffins located in the center of this room, but they are locked. To unlock the coffins you have to open the 4 tombs that are on the platform surrounding the coffins. Be careful, though, because when you open a tomb you will be attacked by a legion of undead. If you are having problems with the undead that come out then just run away from them. Open all 4 tombs then open up the western coffin in the center of the room and go down to the next level. Catacombs: Fourth Level ----------------------- Go to the east through the first and second rooms, in the third room take the hallway down south to the end. At the end of the hallway continue south to the next room and head south again to the next room. Go east and south until you find doors leading to both the east and west. The east door leads to the area that has the second teleport stone. Flip the lever and enter. The teleport stone is in the next room, to pick it up just open your inventory and click and drag the stone into your inventory. If you got to this area by using the first teleport stone, you will have to use the teleport pad near the door to escape this area. The west door leads to the stairs down. Catacombs: Fifth Level ---------------------- You are in the home stretch! Go south into the inner chamber; there is a skeleton there who will talk to you. He will complain that the resurrection ritual is not working. Badger him enough and he will show you the ritual that is a very complicated process of flipping four switches, but unfortunately one of the skeletons is... well... dead, and can't flip his switch. Now you get to play Tech Support, go to the northwest lever and when they start the ritual again, flip that lever. This will resurrect Thelyron. Talk to Thelyron and he will tell you it was he who is causing Mardaneus' insanity and that since you were such a nice guy who went and resurrected him, he won't kill you and add your soul to his undead army just yet. (Gee, how nice of him!) However, after he's done talking you he suddenly becomes wracked with pain. He can't stand it, and begs you to put him out his misery. (What a wimp!) You will automatically kill him, and when you do, Thelyron's minions will be rather upset that you killed their master and bring a whole boatload of undead down your throat. Fight your way out of the room you are in and Mardaneus will show up and zap all the undead on this level. After a brief conversation revealing that Mardaneus isn't crazy anymore, he will create a portal that leads back to the surface. Back in Aleroth --------------- -Note: Now that he is back to normal, Mardaneus will gladly heal you for free. Mardaneus will thank you for curing his insanity. He will also tell you that there is not much more that you can do inside Aleroth, so it is time for you to leave the village and venture out into the cold, cruel world. ________________________________Leaving Aleroth________________________________ When you first go out of town there is cutscene of some soldiers getting slaughtered by some Orcs. Then a knight named Seth will arrive and order you back inside the town. Inside the town Seth will explain that there is a plague ravaging Rivertown, and he has come to ask for the aid of the healers of Aleroth. He wants you to tell the healers his plight. Go to Mardaneus and tell him about the plague and Mardaneus will agree to help. Go back to Seth and tell him the good news. He will tell you to deliver a message to General Alix to arrange for an escort for the healers. ======================================================= ============|Part II: Assassins, Plagues, and Orcs, Oh My [#006.2]|============ ======================================================= Now leave the town and follow the road to the south. You will run into a Dragon Rider who wants to kill you, which he does easily. Fortunately a mage named Ganda... er... Zandalor shows up and saves you. He then tells you that you are a "Marked One," but doesn't tell what the heck a Marked One is. He tells you to meet him at the Dwarven Bread Inn later for a more detailed explanation of just what the heck is going on around here. He also gives you the scroll to activate Mage Teleportation points. He also mentions finding clues to the location of the other scrolls inside the Cursed Abbey. After he leaves, continue down the road and cross the bridge. -Note: The Dragon Rider that Zandalor kills can drop items when defeated just like any other enemy in the game. The items the Dragon Rider can drop, however, are some of the best in the game. (...and a heck of a lot better then what the local Orcs are dropping...) So you could save before the cutscene and reload until you get something. Just try not to go crazy trying to get a sword with 5 charm slots or something... _________________________________The Farmlands_________________________________ Across the bridge you have a choice on where to go next; take the north road and you will end up at the door step of the Cursed Abbey, or follow the south road to (eventually) reach the Dwarven Bread Inn and the Barracks. I would not recommend tackling the cursed Abbey until you are LEAST level 20, so take the south road from the bridge. Follow the road until you go past the Blue Boar Inn and at the next fork, take the East path to get to the Dwarven Bread Inn, or the south road to find the barracks. Since the barracks are closer, take the south road then east to get to the barracks. __________________________________The Barracks_________________________________ Inside the barracks go and talk to General Alix, who will want news on Seth. Tell her that Seth has made it to Aleroth but he needs an escort for the healers. She will send an escort for the healers and tell you to go see Captain Mitox for more work. -WARNING: If you wait for around ten or so days after Seth gives you the quest to arrange an escort. Then Alix will tell you that she already sent an escort and that quest will fail. -Note: After arraigning an escort for the healers Lanilor, Otho, Joram, and Goemoe can now be found in the Blue Boar Inn. Mardaneus, however, will stay in Aleroth. If you ask her for some equipment she will let you take what you want from the barracks armory. When the conversation finishes, the barracks will be attacked by Orcs. These guys shouldn't be too much of a problem. After mopping up the Orcs, you can use the beds in the northwest building to rest, or go into armory and take whatever equipment you want. When you are done here go on to the Dwarven Bread Inn. _______________________________Dwarven Bread Inn_______________________________ Go inside the inn and go into the back rooms and a man named Wouter will talk to you. When you ask him about Zandalor he reveals that he, too, is a Marked One. He tells you that Zandalor is currently at Stormfist Castle, trying to find the third Marked One. He wants you to stay at the Dwarven Bread Inn and wait for Zandalor, but being the impatient hero-type that you are you will decide to go to Stormfist Castle and meet with Zandalor there. ________________________________Stormfist Castle_______________________________ When you try to enter Stormfist Castle you will be stopped at the gate. It seems they don't just let anybody into castle; you will need an invitation to get inside. There are three ways of getting an invitation, (actually, there is another way in, but that method is a cheat and will likely mess up your game...) either by helping the army to break the Orc siege, by discovering the cause of the plague, or by discovering who was responsible for the Old Duke's Murder. ________________________________Break the Siege________________________________ To break the Orc siege you will need to do two quests for Captain Mitox in the tent town to the south of the barracks. Both of these quests are basically suicide missions, where you have to drop an item in a place that has a LOT of strong enemies defending it. First you will have to take a barrel of explosives into the Orc's supply train. -Note: If you are having problems with the enemies that are swarming around this area you can just run to the place where you need to drop the item (gulp down a stamina potion if you need it) while avoiding all the enemies, then quickly drop the item and use your Teleport Stones to get out before you are overwhelmed by the swarm of Orcs you that are chasing after you. Mission 1: Ravage the Orc supply train -------------------------------------- The easiest way to get to where you're supposed to go is to find a hatch inside one of the buildings that leads to some tunnels. Follow the tunnels to the east as far as you can and take the southern tunnel to find a stairway that should come out right next to your target. Go into the square pen that Mitox marked on your map and drop the barrel of explosives in the middle of it. This will blow up the pen and complete this quest. Get the heck out of there and head back to Mitox. Now he wants you to Poison the Orc's well. -WARNING: Do NOT sell/lose the explosives Mitox gives you, you won't be able to complete this mission, and therefore unable to get an invitation for completing the Orc Siege missions. Mission 2: Poison the Well -------------------------- The well you need to poison is deep inside Orc territory, and the only way there is to walk. (er... run, quickly...) When you get to the well, just drag and drop the poison onto the well. Get out of there and go back to Mitox. He will send you back to General Alix, Go see General Alix and she will give you an invitation to enter Stormfist Castle. -WARNING: You shouldn't sell/lose the poison you get from Mitox either. -Note: General Alix will relock the door to the Barrack's Armory after she gives you the invitation and won't let you get back in to it. Make sure you get what you need from the Armory before you talk to her. ____________________________The Cause of the Plague____________________________ The events that will lead you to discovering the cause of the plague starts with a farmer named Hugh. The Poisoned Harvest -------------------- You can find Hugh in his house to the northwest of Stormfist Castle. Hugh will complain that his crops are being ruined by a mysterious disease. Hugh suspects poison, and wants you to see if you can find anything. There is a cave in the southwest corner of the farmlands; inside the cave you will find an Orc and several barrels of poison. The Orc will attack you, kill him and take the key he drops. The key opens a door to a storage room in the basement of the Blue Boar Inn. Inside the room you find more barrels of poison. Leave the basement and talk to the bartender Splinter, he will say that the room with the poison in it has been rented out to Dr. Elrath. He tells you that Elrath can be found either at the quarantined area to the south of the farmlands or at his house in the Rivertown Market area. Go to the quarantined area first and there will be a scene with Dr. Elrath leaving the Quarantine area and going back to his house in Rivertown Market. Follow him to Rivertown market. Rivertown Market ---------------- Go to Dr. Elrath's house and confront him about the poison barrels in the Blue Boar Inn. Elrath will claim that he lost the key to that storage room weeks ago and that it must be someone else who is trying to frame him before he kicks you out. Elrath will also leave at this time, locking the door to his house behind him. Search to the south of Elrath's and find a key behind a rock. Use the key to unlock the front door to Elrath's house. -Note: Danny Lam has told me that you can drop a teleport stone inside Elrath's house (you have to do this before he talks to you) and then use it to warp inside his house without having to bother with finding the key or unlocking the door. Dr. Elrath's House ------------------ -WARNING: If you unlock the front door and Elrath is still inside, RELOAD. You can't explore his house while Elrath is inside, and when he kicks you out and locks the door there is no way to open it again (you have already used the only key.) resulting in a broken quest. This issue has been fixed with the latest patch. (The key to Elrath's front door will not appear until you need to use it) -Note: Capricous (thecapricous@yahoo.com) has told me that you can lockpick Elrath's front door with a Lockpick skill of 2. You will only be able to lockpick the door before you find the note exposing Elrath. After you expose Elrath his door will be locked again and you won't be able to unlock it no matter how high your Lockpicking skill is. Your goal inside Elrath's house is to get to the stairs to the basement, but several locked doors block your way. The key to this puzzle are the "Strange Lanterns" that line the walls of Elrath's house, each one of these lanterns will open or close some of the doors inside Elrath's house when you click on them. In the first room there are three lanterns, one to the left and right of the entrance and one on the west wall. First click on the lantern to the right of the entrance, then the one on the west wall to open the southern door. Go through the southern door into a small room with another locked door to the south. Click on the lantern in this room to close the door you just came through and open the door to the south and the door to the bedroom. Go on through the open door and go into Elrath's bedroom and click another lantern on the north wall near his bed, this will open both doors leading back to the first room. Now go back to the first room and click on the west wall lantern again, this will close the two southern doors again. Click on the west wall lantern a second time to open the southern door. Go into the small room and click on the lantern to open the south door, and the door to the basement should be open. Inside the basement move the stack of boxes next to the west wall to find a door hidden behind the pile. This door is locked, but you can find the key inside a chest that is in this room. Follow the hallway south (there are traps here, so watch out) to a room with a Djinn inside who attacks you. Be careful, it can take off nearly 200 health with each hit, so try to kill it with ranged attacks if you can. When you manage to kill it search the room (watch out for traps) and read the note that's lying on the table in the center of the room. This note reveals that the "plague" is actually a poison that was meant to be used on the Barracks, but Elrath used it instead on the water supply of the poor sections of Rivertown, and that this whole "plague" thing is meant to cover up the poison. Take the note (Drag and drop it into your inventory, just like the Teleport Stones.) and leave the basement. (Be sure to grab the two Cure Potions that are sitting on a cabinet in the eastern part of the room, as this is the only chance you will have at getting them.) Leave Elrath's house and head to the Town Watch near Stormfist Castle. (You will likely be attacked by Assassins sent by Elrath to try and stop you on your way there.) Inside the Town Watch talk to Ralph and show him the note you found in Elrath's house. Ralph will order Elrath's arrest and thank you for helping to discover the cause of the plague by giving you an invitation to Stormfist Castle. -WARNING: Brian Haefs has told me that if you go into Ralph's room he will come and kick you out and will lock the door. The problem is that he usually manages to lock himself INSIDE his room, meaning you will be unable to speak to him and finish the Elrath quest. It seems that the only way to fix this is to prevent it from happening in the first place, so stay away from Ralph's room. -Note: After exposing Elrath you can report back to Hugh for a reward of 1000 Gold Pieces. The gold that Hugh gives you, however, is bugged. It won't stack with the other Gold in your inventory nor will you be able to purchase anything with it. __________________________Finding the Duke's Murderer__________________________ When you talk to Commander Ralph about the Old Duke's death he will tell you about his suspicions on the matter, that he thinks that the duke might have been assassinated. He suggests trying to find out the Assassin's Guild and that Sir Dante in Verdistis might be able to help you contact them. Verdistis --------- Inside of Verdistis go to Sir Dante's Mansion. Talk to Randell and ask to see Sir Dante and he will unlock the door to Dante. Talk to Sir Dante and ask him to arrange a meeting with a contact of the Assassin's Guild, he will become upset and demands to know who told you that he would know someone from the Assassin's Guild. Tell him "Zandalor, the Wizard" (he won't help you if you answer with any of the other names) and he will say that he will make arrangements to meet with the Assassin's Guild, IF you do him a favor first. He wants you to steal a Title Deed from Sir Patrick. Agree to do this for him. (If you are worried about stealing from Patrick, don't, the Deed that Dante wants you to steal turns out to be nothing more than a permission slip to extort money...) To get the Title Deed you will need to go to Sir Patrick's Mansion. When you get there search the grounds outside the mansion for a Portal Stone. It is in the western half of the estate near the fence and is partially obscured by a hedge. When you find on it click on it to be transported inside the mansion. You are teleported to a room with five exits: two to the north, two to the south, and one to the west. The room to the west has the Deed you want, but to get to it you first need to unlock the door. To do that you need to go into the northwest room and flip the lever there, then go into the southeast room and flip the lever there, and finally flip the lever in the center room to open the door to the west. Take the Deed and return to Sir Dante. He will tell you to go see Yarun in the Merchant's Guild. Go there and talk to Yarun and tell him that Sir Dante sent you. It doesn't matter what you say after this, as he will eventually sic some assassins on you and slip away. Kill the assassins and then click on the cupboard in this room to find a secret passage to a new area. When you arrive in the new area go south to find Yarun, who will send more assassins after you before running off again. (Note that you can use the bed in the first room to rest. Who can sleep inside a den of assassins, anyways?) Go east through the hall way to come to a large room; take the northern exit to find a hallway lined with cells. Go into the farthest southwestern cell and you will find Yarun hiding there. This time he will make a bargain with you; he will arrange a meeting with the assassin who killed the Duke in exchange for his life. Agree to this and he will run off, and your character will make a comment about telling Commander Ralph about this, but then they start to have second thoughts about telling him. If you want to inform Commander Ralph, Go back to the Town Watch Building in Rivertown and talk to Ralph. Either way, go to the burned-out building that Yarun marked on your map to find Cybu. Approach him and you will get him to confess to killing the Duke. Now if you informed Commander Ralph about this meeting he will now show up with some guards and take care of Cybu for you, but if you didn't you will have to take him and his assassin flunkies out yourself. When Cybu is dead go talk to Ralph and he will give you an invitation to Stormfist Castle. -WARNING: Apparently poking around Commander Ralph's room can also break this quest too. _____________________Cheat: Enter Stormfist Castle Anytime_____________________ evandar (evandar25@hotmail.com) told me about a way to enter Stormfist Castle anytime you want, you just need both teleport stones. The idea is to use the teleport stones to teleport you past the spot where the guards stop you. Go to the entrance of Stormfist Castle and drag one of your Teleport Stones as far as you can into the entrance of the castle. Now just use the other stone to teleport, and if you did it correctly you should be able to walk through and into the castle courtyard. If you do this before you get an invitation to enter Stormfist Castle, everyone inside will act like you have been named Lord Protector. Doing this will mess up your game, however, as some cutscenes that are needed to advance the game will not trigger, causing a broken game. If you go after the Stormfist Castle event, well, not much happens. You still can't go into the cellar, (You are stopped by dead guards!) and Janus doesn't seem to remember that he kicked you out. I suppose you could grab any treasure you missed during your stint as the Lord Protector, but that's about it. ================================ ========================|Part III: Stormfisted [#006.3]|======================= ================================ -Note: I would recommend waiting until you are around level 20-25 before continuing with the story. ________________________________Stormfist Castle_______________________________ When you have one (or more) invitations to Stormfist Castle just go to the castle entrance and the captain will let you in. Before you can meet with Janus, however, you are stopped by an Imp named ZixZax. (the Almost-Wise) He will take your Teleport Stones before leaving. -Note: If you drop both Teleport Stones into a container or on the ground before you enter Stormfist Castle then ZixZax (the Almost-Wise) will never show up to take the Teleport Stones from you. Unfortunately, this won't prevent ZixZax (the Almost-Wise) from taking your Teleport Stones, as he will just show up and take them when you pick them up after you escape from Iona's Dungeon. After ZixZax (the Almost-Wise) leaves you are taken to see Duke Janus, and his advisor, Elona. Janus congratulates you for your services to Rivertown and decides that you would be thrilled to be Janus' new Lord Protector, and he won't take no for an answer. (Seriously, he doesn't take no for an answer.) You are forced to become Janus' Lord Protector for the next forty years! (You will also gain 10 reputation points!) After he finishes his speech and leaves you are free to look around the castle. You can go anywhere you want, except for the cellars. (...or outside the castle, of course...) The door to the armory is locked, but you can find the key to the door is in the study directly north of the armory. When you are done exploring, go to Janus and receive the first of your labors. Find the White Cat ------------------ Janus' first task is for you to bring him his cat. The cat is simple to find, just go out of Janus' room and follow the hallway south. When you get near the cat you will automatically call out to the cat. To your surprise the cat will talk back! The cat tells you his name is Arhu and that he is actually a spy for Zandalor. He tells you that Zandalor has gone into the cellars of Stormfist Castle but has not returned. After you tell him that Janus is looking for him he will run off. You will not be able to get into the cellars so just return to Janus, who will berate you for not bringing him his cat before he gives you a new job. Deliver a Love Letter to Lela ----------------------------- Now Janus gives you a letter to give to his girlfriend Lela. Lela is in the room south of Janus' room. Of course, Lela is an even bigger brat than Janus is. Just give her the letter and go back to Janus for your next job. (Feel free to read the letter yourself, high poetry it ain't...) Flowers for Lela ---------------- After delivering the letter, Janus tells you to go pick some flowers and take them to Lela. The flowers are just to the east of the entrance to Stormfist Castle. Pick one (It doesn't matter which one you take) and bring them to Lela, who will courteously thank you. (Yeah, right!) Go back to Janus, who has returned to the throne room. Find the Teddy Bear ------------------- Go to the throne room and talk to Janus, who will order you to find Uncle Samakayne, Lela's favorite teddy bear. When you finish talking to Janus the Elven Ambassador Bronthion will enter and ask for the Human's support in their conflict with the Dwarves, but he gets insulted out of the royal court. After witnessing that display of diplomatic prowess Janus orders you to get going and find the teddy bear, which is sitting in the hallway outside of Janus' room. Use the Alt key to find it and take it to Lela. The Merchant's Meeting ---------------------- This quest is actually given to you by Theus when you leave Lela's room after giving her the teddy bear. He tells you that there is an important meeting between Janus and some merchants, and your attendance is required. Head to the throne room and the meeting will start automatically. The meeting is interrupted, however, when group of Orcs suddenly emerge from the cellar and try to assassinate Janus. Although they are easily dispatched, Janus will get angry because you didn't kill the Orcs before they got near him. He will strip you of your "Lord Protector" title and kicks you out of Stormfist Castle and into horrible horrible freedom! (You will also lose 15 reputation points!) -Note: Once you are kicked out of Stormfist Castle you will not be able to get inside the castle again without cheating. (See Cheat: Enter Stormfist Castle Anytime, Above.) _________________________________Iona's Dungeon________________________________ Your freedom is short-lived, however, because you are stopped by Elona before you can get too far and she will kidnap you. You end up locked in a dungeon without any of your equipment. Elona then shows up to taunt you sporting a new look. (and a name change, her name is now Iona...) After she leaves just sit tight as Arhu will eventually show up and free you from of your cell. There is nothing of value on this floor, so just take the stairs up to the first floor. Iona's Dungeon First Floor -------------------------- The chest containing your equipment is in the room directly east of the starting point. Unfortunately the door is locked, but Arhu shows up and tells you that the key should be nearby. After he leaves, continue searching to the east and you will find the key you need inside another room. Take the key and unlock the door to the chest with your equipment and take your equipment back. Now that you have your stuff back this is a pretty straight-forward dungeon, as your only real goal in this dungeon is to get out alive and if you need heath or mana just use one of the Healing or Mana Shrines conveniently scattered throughout the level. From the starting point head west into the next room and take the west door. Follow the hallway north and west, and in the next room take the door that's to the west and a little south from where you enter. Take the only exit to the south and pass by the Mana Shrine and go through the first western door. This door is locked, but the switch is just south of the door. Continue west then turn north until the path splits. Take the west path and go through the door to come to a room that has a Healing Shrine and the stairs that will lead you out of this dungeon in it. _________________________________The Graveyard_________________________________ When you exit the dungeon Arhu reappears and tells you that you should try to find a different way into Stormfist Castle. He suggests enlisting the help of the Thieves Guild of Verdistis in searching the sewers for an alternate entrance to Stormfist Castle. After Arhu leaves Iona returns and is none too happy that you escaped her dungeon. She threatens you for awhile and then she causes the dead of the cemetery to rise. Just fight your way out of the cemetery. ==================================================================== ======|Part IV: Enter Stormfist Castle and Find Zandalor, AGAIN! [#006.4]|===== ==================================================================== After exiting the cemetery, you are free to do what ever you want to do. I would suggest raising your levels to about 30 or so through killing enemies and doing sidequests before continuing. ___________________________Joining the Thieves Guild___________________________ -Note: Although joining the Thieves Guild is optional, I would suggest joining them anyways because it will save you a LOT of frustration when you are exploring the sewers. To join the Thieves Guild you will need to talk to Rob in The Ducal Inn of Verdistis. Tell him you want to join the guild and he will give you the first of the two tests needed to join the Thieves Guild. First Test: Steal from Sweeny ----------------------------- For the first test Rob tells you to steal a necklace from Sweeny. To accomplish this you will need at least 1 skill level in the Pickpocket skill, then just use Pickpocket on Sweeny to get the necklace. Take the necklace back to Rob to get the next test. Second Test: The Beer Run ------------------------- Next Rob wants you to grab a bottle of ale that is behind a locked door. The door you need to pick is in the basement of the inn. You will need 1 skill level in the Lockpicking skill and a set of Lockpicks to open the door. Just lockpick the door and take the bottle of ale that is inside and take it back to Rob to become a card-carrying member of the Thieves Guild. -WARNING: Do NOT lose the Ale you need for the test! You won't be able to become a member of the Thieves Guild if you do. Now that you have joined the Thieves Guild you can ask Rob for help in entering Stormfist Castle and he will give you a key, (Which unlocks another entrance to the sewers, and is only moderately helpful.) and mark the locations of two entrances to Stormfist Castle inside the sewers. (Which is VERY helpful.) ________________________________Rivertown Sewers_______________________________ -Note: There are actually two different sewer areas, Verdistis Sewers and Rivertown Sewers. You want to be in the sewers under Rivertown, as that is where the entrance to Stormfist Castle is. The sewers under Rivertown are a huge, sprawling maze of pathways and any attempt by me to give directions will likely end up you getting hopelessly lost. So you are on your own exploring these sewers. Your goal here is to enter the "Sewers entry to Stormfist Castle's Treasure Room." (As Rob from the Thieves Guild marks it.) ________________________Stormfist Castle's Treasure Room_______________________ -Note: If you are attacked by someone named Executioner when you first enter an area, you are in the wrong place. You want to be in the Stormfist Castle's Treasure Room, not the prison. -WARNING: You can NOT use ANY magic while you are inside the treasure room, so you will have to make do with physical attacks and skills. When you enter the treasure room you will be trapped inside as the Black Ring makes their move against Zandalor. A cutscene will play showing the third Marked One getting killed and Zandalor being cornered by a Deathknight and some Orc flunkies. Go east and take the gold and gems in the room, (Always remember your priorities...) then go south into a hallway. Follow the hallway west and go into the north room and kill the Deathknight and his Orc posse. (Be sure to take and use the potions in the room if you need them.) After beating them, go west and talk to Zandalor there, he will ask you to check the treasure vault to see if the Sword of Lies is still there. He gives you the password to the vault door (ANVAS ENROD) and sends you off to search for the Sword. Retrace your steps back to the hallway south of the room with the gold and gems, but this time continue on and follow the hall to the east. (There are traps all over this area, so be careful.) After following the hallway to the east and then the north, you will come to a door with a face on it. The door will demand a password, (In case you weren't paying attention, it's ANVAS ENROD.) give it to him (once again, it's ANVAS ENROD.) and go into the vault. Inside the center of the vault your character will make a comment that The Sword of Lies is nowhere to be found, so go back to Zandalor, and he will surmise that Janus has taken the sword and has been corrupted by the Lord of Chaos. He wants to go check on Wouter, the second Marked One and teleports the both of you out of there to the Dwarven Bread Inn. ________________________Return to the Dwarven Bread Inn________________________ When you arrive at the Dwarven Bread Inn a cutscene plays where Wouter is lured outside by a boy who claims that someone is getting beaten up outside. Wouter rushes outside only to find a Dragon Rider waiting for him, who promptly blasts poor Wouter to Kingdom Come. (And just because he's a bad guy, the Dragon Rider also blasts the boy who lured Wouter into the trap.) Zandalor rushes off to try and save Wouter, go and follow him but when you reach him it will be too late, Wouter is dead. (There is no way you can save Wouter.) Zandalor decides to take you to the chamber of The Council of Seven to begin the ceremony of The Divine One. When you are ready tell him to take you to the Council of Seven Chambers. ______________________________The Council of Seven_____________________________ Inside the chamber of the Council of Seven Zandalor gets the feeling that something is wrong there. That something turns out to be a Succubus who traps Zandalor inside an Energy Cage and then runs off. Zandalor tells you that you will need to destroy the Succubus to purify the chamber and Zandalor will then be able to free himself. The Council of Seven chamber is so tiny that it is impossible to get lost in. If you get hurt here you can either go back to Zandalor and he will heal you if you want, or you can just use one of the abundant Healing or Mana Shrines here. (There is one of each in just about every single room on this map!) The Succubus' room is just one room and one hallway north of the starting point so there is hardly any need to conserve your strength here. The Succubus attacks mostly with a rather strange physical attack (Is she trying to... kiss you?) and also summons a Deathknight. (Which you can use Aura of Command on to make it attack the Succubus...) When you kill her Zandalor will be free and come up to you and tell you to follow him. But before you do that, however, go to the room to the west and you will find another one of the Succubus' prisoners, who is none other than ZixZax! (The Almost Wise) Not only will he thank you for rescuing him, but he will also give back the Teleport Stones that he took! (Yipee!) ==================================================================== ======|Part V: The Council of Six Races and Assorted Magic-Users [#006.5]|===== ==================================================================== After you finish with ZixZax, (The Almost Wise) return to the room where you fought the Succubus is and then follow Zandalor to the north. You will come to a room with seven statues and seven stones sitting in front of them. Zandalor will explain that in order to become the Divine One you will need to receive the blessing of the Seven Races, and to do this you will need to assemble a new Council of Seven. To find the members of the council you just need to drag and drop one of the scrying stones onto the pedestal of the appropriate statue. This will give you a vision about the Council Member of that race. Then it's only a matter of tracking them down, and inviting them to the council. (And by having them say the magic word, "XXBZPTRL." Say that three times fast...) The scrying stones have been arranged so that they are sitting in front of the statue they go in to. Drag and drop the stones onto the pedestal, receive a vision then go and do the quest to get them to join the council. -WARNING: Make sure you unlock the Teleporter here before you leave the Council Chambers. There is an obscure glitch here where it is possible to lock yourself out of the Council Chambers if you use your Teleport Stones to leave without unlocking the Teleporter. (You need to have ZixZax (The Almost Wise) to only take one of the Teleport Stones and have the other one ready to use.) If this happens you will be unable assemble the Council of Seven, resulting in a broken game. The only way to fix this is to go back to an earlier save. _____________________________Dwarven Council Member____________________________ -Note: You won't be able to find the Dwarven Council Member right away... I think you have to complete 5 other Council Member quests (see below) before you can start the Dwarf quest. When you first try to get a vision of the Dwarven Council you will just see an unknown Dwarf out in the middle of nowhere. Come back later (After completing 5 other Council Member quests) and try again and you will see that the Dwarf is now standing at an altar of some kind. Zandalor recognizes the altar as the one in the Dwarven Village in Rivertown. Dwarven Village --------------- Go to the altar and talk to Eolus ThunderStorm. When you tell him that he has been chosen as the Dwarven Council Member he will tell that he can't accept the position as long as the stolen Axe of Stone is missing. He thinks that the Elves were the ones who stole the axe and says that they have captured an Elf and are getting ready to beat a confession out of him. When you ask to help recover the axe he reluctantly tells you to talk to the mayor and the captured Elf. After you speak to Eolus he will retire to the house directly south of the altar. Go and speak to Arandalis, the captured elf being held in the basement of the Black Hammer Inn. He will tell that he was kidnapped by a Human and a Dwarf and was left near the altar where the Axe of Stone was stolen. After speaking to Arandalis, go and speak to Gregor Dunatrim inside the Glenborus Town Hall. He is pretty adamant that Arandalis is guilty, and you won't be able to convince him otherwise. When you ask him how much ale he has had he will go ballistic and give you a long speech about how mead is much better than ale. When he finishes he tell you that if you bring him some mead he will promise to tell you a story. Go to the Brewery in the western half of town and buy some ale from Rimmer there. Take the ale back to Glenborus Town Hall and give some to Gregor. After you give him the ale he will let it slip that he is part of a conspiracy to make war against the Elves. He tells you his fellow conspirators are holed up inside a secret cave inside the mines underneath the Dwarven Halls and he will tell you the password needed to get past the sentry inside the cave. (The password is "PROPHESY") Leave the Dwarven Village and head south into the Dark Forest and enter the Dwarven Halls. Dwarven Halls ------------- Your first stop inside the halls should be to see Kelp Dunatrim, King of the Dwarves. Enter his chamber (you will have to give up all of you equipment before you can enter) and talk to the King. Ask him permission to enter the mines and he gives it to you. Ask him about whatever else you want to then leave his chamber (You will get your equipment back after you leave the King's chamber. Be sure to double-check your equipment because they always seem to mix up what you had equipped before you went in.) When you are ready, go and enter the mines. Dwarven Mines ------------- Follow the tunnel around until you come to a fork. Take the eastern route then go north through the door. Follow the tunnel northeast then turn west until find an entrance that will take you deeper into the mines. Go east until you run into the Sentry and give him the password Gregor gave you. (PROPHESY) Continue to the north and move the Wooden Fence that is blocking a door then go through the door. In the next room go east and continue through a door into another room. Go to the far eastern end of the room then turn north. Go north through a small connecting hallway and into the next room where you will come face-to-face with Moriendor, a Member of the Black Ring. After a bit of the usual explaining-his-diabolical-plan-to-the-protagonist spiel he attacks. (He likes to use HellSpikes, so be careful! This battle gave me a whole new appreciation for the Freeze skill...) After you beat him he will run off into a back room and locks the door. -Note: An amusing trick to try is to use Polymorph on Moriendor when you fight him. Not only does it work on him, but he will also be stuck in polymorphed form FOREVER! Even when you run into him again at the end of the game he will still be the rabbit that you turned him into during this fight. The lever to unlock the door is right next to the door he ran through. Flip it and go into the north room then take the first western door to find Moriendor and the Axe of Stone. Moriendor will teleport away, leaving the Axe of Stone behind. Take the Axe of Stone and before you leave the mines be sure to search the backrooms until you find a note that tells about the Mayor of the Dwarven Village's part in the plot. Take the note with you and return to the King with the Axe of Stone (The guards won't take the Axe of Stone or the note with the rest of your items) and give it to him. Also be sure to talk to him about the note you found in the Mines. This will open up the Dragon Armor Set quest. Return to the Dwarven Village. Dwarven Village --------------- Go to the house to the south of the Stone Axe Altar and talk to Eolus again and now that the Axe of Stone has been recovered he will gladly join the Council of Seven. ______________________________Elven Council Member_____________________________ When get the vision of the Elven Council Member you will (eventually) remember him from your stint as the Lord Protector as the Elven Ambassador, Bronthion. Zandalor will suggest going to the Elven Village in the Dark Forest. Elven Village ------------- You will find Bronthion in the West side of the village. Unfortunately, he will refuse to accept the Council position until SOMEONE (hint, hint) returns the three Elven Ceremonial Relics that have been stolen from the Elven Burial Grounds. Leave the town to the south and follow the ravine southward until you come to the Elven Burial Grounds. Elven Burial Grounds -------------------- When you arrive at the burial grounds there is a quick scene with a group of strange dwarves. (They are actually polymorphed Imps.) Follow them to the west and you will stumble onto an Orc camp. Kill them all then search the northern cliff face to find a cave. When you enter the cave head south into a donut-shaped room, from there head west to a small room. Look for lever in this room that will open a door on the western wall. In the next room there is a floor tile that you can click on to take you to a lower level. You had better be prepared to go down there, because one of the most difficult battles of the game awaits you down there. When you go under the floor tile you are met by Josephina, a Black Ring Member. Not only do you have do you have to deal with Josephina in this battle, you also have to face over a half a dozen Dwarfs. The Dwarves alone can easily surround you and cut you to ribbons without Josephina continually launching HellSpikes at you. The first thing you should do is get rid of the dwarves as quickly as possible, escaping back up the ladder to heal and save if things become too hairy. I found the Warrior's Special Move to be especially effective in clearing out the dwarves. Then when the dwarves are finally dealt with you can turn your attention to Josephina. -Note: A downright diabolical way of winning this battle is to immediately release one (or more) Death Scorpions using the Survivor's Deadly Gift skill, and then quickly climb back up the ladder. Since you are on a different level Josephina and her posse won't be able to harm you, and the death scorpions will easily slaughter the Dwarves and Josephina. When (if) you finally defeat Josephina you just need to find the three Elven Ceremonial Relics and take them back to Bronthion. Unfortunately, if you look around the chamber you will only find two relics. The third relic is actually the Quarter Staff that Josephina drops when you defeat her. Take the staff and have it identified to get the third relic. Take all three Elven Ceremonial Relics back to Bronthion and he will accept the council position. ______________________________Human Council Member_____________________________ You immediately recognize the Human Council member as Mardaneus, the not-crazy-anymore leader of the Healers of Aleroth. Aleroth ------- Your homecoming to Aleroth is sort-lived, as there are now Orcs roaming the town and Mardaneus is trapped inside his house. The only way to rescue the elder healer is to defeat Demona, the Black Ring member who is holed up in Lanilor's old house. (You can't sneak into Mardaneus' house through the well anymore, so don't bother.) She only has a physical attack, which although powerful shouldn't give you too many problems if you have a lot of healing potions/ spells handy. Take the key found on top of a bookcase inside Lanilor's house and use it to unlock Mardaneus' house. Go talk to Mardaneus and he will gladly accept the council position. _______________________________Imp Council Member______________________________ In the vision you will see an Imp who seems to be enjoying himself. Zandalor comments that he seems to be to be staying at The Ducal Inn in Verdistis. Verdistis --------- Go to The Ducal Inn and find Zaknadrix, the Imp in the vision inside one of the rooms. Talk to Zaknadrix and tell him that he has been chosen as the Imp Council Member he will deny it, claiming that Antx is the REAL council member. He will then explain that Antx is actually hiding inside a Magic Sphere that Zaknadrix is carrying. Zaknadrix tells you that the only way to get inside the sphere and talk to Antx is to touch the sphere, so go ahead and touch the sphere and you will be warped to Arakand. -WARNING: There is a nasty bug here that will prevent you finishing this game. If you refuse to enter the sphere the first time he offers it will create a glitch where he will never give you another chance to enter it again, resulting in you being unable to recruit Antx and complete the game. If you are a victim of this bug, the only thing you can do reload to a point before you talk to Zaknadrix for the first time. This issue has been fixed with the latest patch. Arakand ------- Go through the gate to the north of the starting position. You will be stopped by Lysandra, Queen of the Bees. She will beg for your assistance in fighting against the Wasps. In return for your help she promises to give you the key to the mansion that Antx is hiding in. Agree to help her, (or not, it doesn't matter) and she will leave. Immediately after Lysandra leaves you will be approached by Ragon, the leader of the Wasps. He will try to convince you to join with the Wasps. He'll even try to convince you that he's the one with the key, not Lysandra. (He's lying about this, by the way.) Accept or refuse his offer and he will leave. -Note: Which side you take in this little skirmish will only depend on what you tell Ragon. What you say to Lysandra is inconsequential. Continue north killing Bees (If you sided with Ragon) or Wasps (If you told Ragon where to stick it) as you go. They don't cause a lot of damage, but there are a LOT of them, so don't get careless. Mow through the enemies until you reach the door to the mansion, where you will be approached by Lysandra. If you sided with Ragon she will attack you, kill her and take the key she drops. If you sided with her but didn't kill many Wasps or you accidentally killed some Bees she will just give you the key and leave. If you've killed almost every Wasp she will give you the key and train you in the Aura of Command Skill as a reward. After Lysandra is gone Ragon shows up and will either attack you, (If you sided with Lysandra and the Bees) berate you, (If you didn't kill many Bees or if you killed some Wasps) or give you a piece of Thunderplate armor. (If you killed almost every Bee.) Take the key that Lysandra gave you (one way or the other) and use it to open the door to the mansion. Talk to Antx and he will reveal that he was hiding in Arakand because he was once a member of the Black Ring, but he has defected from them. He will gratefully accept the council position and give you a crystal ball that you can use to get back to the real world before he leaves. To leave Arakand, just go into your inventory and click on the crystal ball that Antx gave you and you will be warped back to The Ducal Inn. -Note: You won't be able to return to Arakand after you leave, so try not to leave anything valuable behind. _____________________________Lizard Council Member_____________________________ Zandalor will recognize the Lizard Council Member as the Lizardman Healer, Goemoe. He will also note that Goemoe is currently residing at The Blue Boar Inn. Blue Boar Inn ------------- When you arrive at The Blue Boar Inn Goemoe will not be there. Talk to one of the other Healers from Aleroth and you will learn that Goemoe has just left with some other Lizardmen and that he does not intend to return. Return to the Council of Seven's Scrying Room and get another vision of the Lizard Council Member. You will just see him traveling with some other Lizardmen. Unfortunately you won't be able to discern his location from the vision. Zandalor suggests that you try again later. When you try again later (I have no idea what triggers this. I thought it was completion of the Imp Council Member Quest, but I was apparently wrong...) you will see Goemoe's group being attacked, Goemoe being captured and turned into a snake, and Snake-Goemoe being held somewhere inside Verdistis. Zandalor will tell you to go see Trevor in the Merchant's guild in Verdistis. Verdistis --------- Go into the Merchant's Guild and talk to Trevor. Ask him about a warlock renting a house from him and he will mark it on your map. Go to the house and kill all the thugs inside. Go downstairs through the hatch to come face to with Cornelius, another Black Ring Member. He will Freeze you before you can do anything then runs off to brag to his buddies. Fortunately Zandalor will show up and rescue you before Cornelius can return to finish you off. Go south and take the Polymorph Wand that is leaning against the wall and return to the starting room. The eastern door is locked but the key is sitting on a box in the northwestern corner of the room. Unlock the door and you will find Snake-Goemoe inside the east room. Talk to Snake-Goemoe and use the Polymorph Wand on him to change him back to a Lizardman. The former Snake-Goemoe will accept the Lizard Council Member position. _______________________________Orc Council Member______________________________ When you scry to find the Orc Council Member you will just see what looks like a prison. Zandalor will comment that it looks like the Orc Council Member is being held in an Orcish Prison Pit and marks where you can find some deep inside the Orc camp in Rivertown. Orc Camp -------- When you arrive at the spot Zandalor marked you see that there are actually four prison pits. The prison where you will find the Orc Council Member is the southwestern one. Go inside the prison and you will find an Orc named Kroxy. Talk to him and tell him that is the Orc Council Member and he will accept the position. The only enemies you will have to fight here are the Orcs that were already inside the camp. (If you were like me and had already cleansed the area of Orcs for experience and phat-lewt a long time ago you won't have to fight a single enemy.) _____________________________Wizard Council Member_____________________________ This one is simple enough, because the Wizard Council Member is standing right next to you. Zandalor announces that he is indeed the Wizard Council member when you place the Wizard's Scrying Stone. (You also get experience for "finding" the Wizard Council Member, even though you did almost nothing!) ______________________The Meeting of the Council of Seven______________________ When you have found all seven council members you can start the meeting at any time by clicking on the gong in the Council of Seven chambers. -WARNING: When you start the ceremony there is no turning back; as you will be warped directly to the final area and you won't be able to return from there. Any unfinished quests will fail and any items that you are not carrying in your inventory will be gone forever. (There is one notable exception, however, if you don't have your Teleporter Stones with you when you start the ceremony you will be able to recover them a little north of your starting location in the final area.) Be sure that you have everything you need before you start the ceremony. =========================================================================== ==|Part VI: Battle at Black Lake: The Divine One vs. The Black Ring [#006.6]|== =========================================================================== -Note: The Path of the Divine skills are unlocked after you become the Divine One. After the meeting of the Council of Seven and receiving the Blessing of the Seven Races you will end up in a strange wasteland as the Divine One. (You will also gain a LOT of experience. I gained FIVE levels here!) ___________________________________Yuluth Gor__________________________________ Talk to the two Orcs near your starting you will learn a little about what's going on. The Orc Shaman will also mark the exit to the canyon you are in. After speaking with both of them head east then take the southern ravine that the Orc Shaman marked on the map. Continue south until you run into Zandalor and Arhu battling some Imps. Zandalor and Arhu will be overjoyed to see you again and teleport you to safer location. There they will fill you in on what's been going on lately. Basically the Black Ring is holed up inside their fortress and is trying to summon the Lord of Chaos, and you have to go and stop them. The fortress, however, is surrounded by a poisonous marsh and you will need the Spirit Form skill to be able to cross it. Zandalor will tell that the dragon Patriarch might be able to help train you in the Spirit Form skill. (Or you could just spend a skill point yourself to learn the skill, but why do that when you can get it for free?) After talking to Zandalor go into the western house to find Kroxy, the Orc Council Member. He has opened a shop here and he sells just about anything you could want here, (Potions, Weapons, Armor, Lockpicks, and even Gold Charms and Spellbooks!) and you can use the beds in the backroom to rest whenever you want. (This is as good a place as any to leave a Teleporter Stone in the final area.) When you're done here leave to the east. _______________________________Finding Patriarch_______________________________ Although Zandalor says that he marked the location of Patriarch on the map he apparently forgot to do it, as his location will not be on your map. He is easy to find, however, just follow the cliffs to the east then north. You will eventually trigger a cutscene with some Imps trying to convince Patriarch to leave the area, of which Patriarch is having none of. After Patriarch chases off the Imps he will approach you. To get him to train you in Spirit Form you will have to follow a certain conversation path. (If you mess it up you can just try again...) Make the following choices to learn the Spirit Form Skill: >Patriarch greets you. 1. "Oh mighty dragon, I have journeyed far to find thee!" >Patriarch will ask you about what you want. 1. "I have need of thy great lore, Magnificent One!" >He will inform you that there is no such thing as a free lunch. 1. "I would not presume so your magnificence. Name thy price." >He doesn't like being treated like a lowly haggler. 1. "Forgive the ignorant words of my foolish tongue mighty one, I meant no disrespect." >He will forgive you because you obviously don't know any better. 2. "Well said most potent one! Woulds't thou accept a gift from this humble visitor?" >He will ask you what gift you could possibly give him. 5. "How to become a ghost." -Note: If you answer 3. "All that I posses," here, Patriarch is so unimpressed with your measly little trinkets that he will give you an Axe of Maiming! >"Hah! That is no gift! I already know that spell!" (Patriarch inadvertently trains you in Spirit Form!) 1. "I shall leave thy glorious presence now and leave thee to thy rest. Perhaps we shall meet again?" _______________________Entering the Black Ring's Fortress______________________ Before you attempt to assault the Black Ring's Fortress you should make sure you have a good supply of Healing, Mana, and Restoration Potions. Also look to buy some Gold Charms from Kroxy to fill out your equipment. (He should have a couple in his stock and if not, just wait until his inventory restocks.) Try to have at least 75 in all four resistances (and 100 in fire and lightning) and as many Vitality and Mana charms as you can fit into your equipment. The Black Ring's Fortress is standing in the middle of poisonous marsh that will drain your health if you stand in it. (To say nothing of the Spectre Lords that will swarm you when you set foot in the marsh...) There is also an area somewhere in the middle of the swamp that will kill your character instantly if you are not in Spirit Form. The only way to cross safely is to activate Spirit Form and rush across the marsh while it's active. With Spirit Form active, you won't be damaged by the marsh nor will the Spectre Lords bother you. When you make it past the marsh, go ahead and enter the dungeon. ________________________Inside the Black Ring's Fortress_______________________ Follow the path until you see a cutscene where the Black Ring will start the ritual to revive the Lord of Chaos, but they will leave to try and prevent you from interrupting the ritual, leaving the Demon of Lies to complete the ritual. Go north onto the platform, your goal here is to go north and stop the Demon of Lies, but the path you need to take is blocked by several spike barriers. The only way to remove all of the barriers is to defeat all 5 members of the Black Ring. Each member of the Black Ring has taken up residence in a separate fort that you have to go into and defeat them once and for all. Each path that leads from the central platform will take you to a different Black Ring member. Each fort is also surrounded by different colored crystals that can be used to identify which Black Ring Member you are about to face. Here is where each path will lead to from Left to Right: -Far left: Josephina's Fort (Orange) -2nd from Left: Moriendor's Fort (Blue) -3rd from Left: Iona's Fort (White) -3rd from Right: This path leads back to the exit. -2nd from Right: Demona's Fort (Yellow) -Far Right: Cornelius' Fort (Green) Orange Fort: Josephina ---------------------- Josephina is the most difficult of the Black Ring Members to beat, as not only is her fort huge and packed with Deathknights, (Note: Having a high lightning resistance makes fighting all those Deathknights a lot easier.) but at the end of that gauntlet you will still have to face Josephina herself, who is even worse than the last time you fought her. I would advise saving her for last, because you will need all the levels you can get from killing enemies before facing Josephina. Josephina has got to be one of the cheapest bosses in the history of RPGs! Not only does she _CONSTANTLY_ use Blind to make it impossible to target her, but she also employs HellSpikes that will kill you before you can even blink. She also has insane resistances, (75 fire, lightning, and poison resistances, and 100 spiritual resistance) which will make most of your best skills ineffective. (Can you tell I don't like her?) Now to actually kill her you can drop a Teleporter Stone and when she uses "Blind" use the Teleporter Stone and wait for it to wear off. When the duration over is over teleport back and continue the battle until she blinds you again... Lather, Rinse, Repeat. It's rather tedious, but it worked for me... Alternatively, you could try using Death Scorpions, (From the Deadly Gift skill) they cause a fair amount of damage and will continue to attack Josephina even if you get blinded. You just have to worry about not dying (it's harder than you might think...) and let the scorpions do their work. Another way to fight her is to use HellSpikes yourself. You will need to have at least three or four skill levels in HellSpikes for this to be effective. Since HellSpikes doesn't need to have a target to work you can use it even when she blinds you, and the damage isn't lowered by her resistances. (I also felt an immense feeling of satisfaction when I killed her this way...) If you are a Warrior and have some Shadow Potions with you then you could try this, when the battle starts use a Shadow Potion to turn invisible and she won't be able to attack you. Now normally when you use a targeted attack you will become visible again, but the Warrior's Special Move won't make you become visible as long as you are not targeting anything. You can now attack her without fear of getting blinded and hellspiked to death, just make sure you have a LOT of Stamina Potions before trying this. (and maybe some Mana potions too...) Legomancer (legomancer@legomancer.net) told me that the Elemental Strike skill is effective against Josephina despite her large resistances, and you can use it without ending the effects of a Shadow Potion or the Hide in Shadows/Fade from Sight skills. If you use this strategy be sure to bring a lot of Mana Potions, as Elemental Strike has the biggest magic cost in the game. (It can cost upwards of 50 Mana a pop!) Blue Fort: Moriendor -------------------- Moriendor's fort is filled with Crystal Gargoyles and Infernal Corpses, but they shouldn't be anything you can't handle. You will need to use a couple teleporters to get to Moriendor, but other than that his fort is rather straightforward. Moriendor is not quite as bad as Josephina, but he is still quite challenging if you're unprepared. He will fight you exactly like Cornelius does, (or maybe Cornelius fights like he does...) he hits you with Blind then tries to HellSpike you to death. If he does Blind you then keep moving until it wears off to avoid the HellSpikes that he is sure to cast at you. White Fort: Iona ---------------- You will need to take a couple teleporter jumps to get to Iona. The Infernal Corpses and Crystal Gargoyles that guard this fort shouldn't be too difficult. Iona is one of the weaker Black Ring members. She doesn't use HellSpikes and she can only melee attack you. Overall, Iona shouldn't pose too many problems for your character as long as you don't get careless. Yellow Fort: Demona ------------------- Demona's fort is infested with Gold Gargoyles, which are stronger than the Crystal and Stone Gargoyles that you have been fighting. (but not too much stronger...) Demona still has her powerful melee attack, but that's about it. As long as you are ready with healing potions and/or spells she shouldn't give you too many problems. Green Fort: Cornelius --------------------- You will have to fight your way through Stone Gargoyles, Gold Gargoyles, and even a puzzle to get to Cornelius. Take the first teleporter to go to the western teleporter in a room with four teleporters. Take the southern teleporter (It's the only one your character can use...) then activate the lever in the far northern room. (There won't be any kind of conformation that you activated it, though.) Then take the other teleporter in this room to go back to the eastern teleporter in the four teleporter room. Now just take northern teleporter to complete this section and continue on until you reach Cornelius. If you want a strategy on fighting Cornelius, Just read Moriendor's section and replace "Moriendor" with "Cornelius." They have the exact same stats, use the exact same strategy, (Blind, then Hellspikes) and even look exactly alike. __________________________________Final Battle_________________________________ After beating all 5 Black Ring Members the barriers that have been blocking your way north have now been cleared. Go north until you reach another fort surrounded by red crystals. Now all that is left to do is to defeat the Demon of Lies and finish the game. To get to the Demon's lair, you need to activate 2 levers that are located one in each of the "Horns" of the fort. (There isn't any conformation that the levers have been activated, by the way.) After both levers have been activated, the door to the Demon's inner sanctum will be open. Go there and confront the Demon of Lies. After a bit of gloating he will attack you. He is difficult to beat, (Of course, compared to Josephina, the Demon of Lies is just a big pussycat...) He will summon an Overlord (Who looks just like the Demon of Lies! Oh... and you can Aura of Command this guy too...) who will start summoning Deathknights like there is no tomorrow and will also hit you with Scorch. If your Fire and Lightning resistances are high enough the Overlord/Deathknights shouldn't give you any problems. Anyways, ignore the others and concentrate all your might on the Demon because the fight ends the instant you strike the final blow on the Demon. Or you could just Freeze the Demon before he has a chance to do anything and kill him before he can thaw out... -WARNING: There is a glitch here that happens if an ally creature (Death Scorpions, Summons, Aura of Command-ed Overlords, whatever...) strikes the finishing blow on the Demon, then the ending cinema will not play. If this happens the only thing you can do is reload and fight the battle again, and this time try to strike the final blow yourself. This problem has been fixed with the latest patch. Congratulations! After killing the Demon of Lies the ending cinema will play, the credits will roll and you can give yourself a big pat on the back for completing this game! +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-THE END-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ ------------------------------------------------------------------------------- |||||||||||||||||||||||||||||||Side Quests [#007]|||||||||||||||||||||||||||||| ------------------------------------------------------------------------------- This is a list of all the quests that don't have any bearing on the on the main story. ================== ===============================|Aleroth [#007.1]|============================== ================== ______________________________Steal from Mardaneus_____________________________ Lordlotus informed me that if you take Well passageway to enter Mardaneus' house before you witness the cutscene of Mardaneus freezing Lanilor then you can plunder his house without consequence. ____________________________Collect Herbs for George___________________________ When you first go inside George's shop you'll see him arguing with someone over a delivery. When you talk to George afterwards he asks you to get some Drudanae for him from Lanilor's garden. Go to Lanilor's garden and pick a stalk of Drudanae, and go back to George for a reward. (If you haven't gotten Lanilor's permission to use his garden yet then Otho will come by and yell at you for stealing Lanilor's herbs when you first try to take it. Just grab it after he leaves...) ________________________Find a cure for Simon and Verlat_______________________ -Note: These are actually two separate quests, but since they are both identical they both get rolled into one section. When you talk to Goemoe the lizardman or Otho the dwarf they tell you that they are caring for a sick soldier. They say that they both need a healing gem to heal them, but they only have one gem available. The healers can't decide on which soldier to use the gem on, so it's up to you to heal them. Go to the healing shrine to the north of Goemoe's house and ask for the last Healing Gem. Now, you could use that gem to heal one of the soldiers, but there is a way to save both. What you need is the Magic Mirror from an abandoned house on the north side of town. Take the mirror to one of the puddles near Goemoe's house (you should see your reflection on the ground) and drop it in. It should disappear, (if it doesn't, try it again at a different spot) then place the Healing Gem at the same spot as the mirror. This will cause two Healing Gems to appear, take them both and now you will be able to use them to heal both Simon and Verlat. When you heal both of them talk to Goemoe and he will train you in a level of Restoration. -WARNING: If you haven't cured the soldiers by the time you restore Mardaneus' sanity, they will die, causing the quest to fail. _______________________Find the Second Teleporter Pyramid______________________ After you open the entrance to the catacombs Lanilor will arrive and give you a single teleport stone and tell you that if you can find its twin then you can use them to teleport between the two. Unfortunately he has no idea where the other one is. You can find it on the fourth floor of the Catacombs. To use them just drop both stones on the ground and then click on one stone and you will be teleported to the other stone. To pick up a stone when it's on the ground, just open your inventory then click and drag the stone into your inventory. AND DON'T FORGET WHERE YOU PLACED THEM! ___________________________George has been Murdered!___________________________ -Note: I've been told that if you didn't get the Drudanae for George (see: "Collect Herbs for George" above) then he won't get murdered. I haven't been able to verify this, however. When you first enter George's shop after finishing the catacombs and restoring Mardaneus' sanity you find that George has been murdered. Go and talk to Mardaneus about George's murder, (But first, go ahead and loot George's house. Always remember your priorities, my young adventurer...) he will ask if you know anything. Mention that he wanted you to get him some herbs and he will want to know what herbs George wanted. Bring him another stalk of Drudanae and he will mention that Drudanae is used to make drugs. He will suggest talking to the other healers, but the other healers don't have much information of value about the murder. You won't be able solve this mystery until you go to Verdistis. Inside Verdistis you will encounter a vampire named Tutamun. When you confront him about George's murder he will admit that he was supplying drugs to George, but he killed him when George threatened to expose him as a vampire. Kill Tutamun and return to Mardaneus, who will train you in Restoration for avenging George's murder. -Note: I think you have to finish this quest before you start assembling the Council of Seven, as Mardaneus will no longer discuss George's murder after he has been recruited to the Council of Seven. This has apparently been fixed with the latest patch. __________________________________Otho's Pigs__________________________________ -Note: This isn't a quest, just an interesting thing to do. Be sure to save before trying this though! Outside of Otho's house are two pigs. If you attack and kill one of the pigs Otho will storm up and starts screaming at you for killing his beloved pig. Once he leaves go ahead and kill the other pig. Now Otho will arrive and decides to avenge his slain swine by killing you! (Yikes! That dwarf REALLY likes his pigs...) -Note: After Otho leaves Aleroth to help cure the plague you can kill the pigs without any kind of reprisals. It just doesn't seem to be as exciting this way, however. _____________________Zombie Jake: This Time, Its Personal!_____________________ In the graveyard in the north part of town there is one tombstone that says he doesn't want any flowers on his grave. If you drag and drop the flowers from the adjacent grave onto his you will find out just how much the guy didn't want flowers: He will actually rise from his grave and attack you! ___________________________Zombie Jake: The Revenge!___________________________ When you're searching in the basement of one of the abandoned houses in the north part of Aleroth you will be attacked by Zombie Jake again. Kill him, loot the basement, and be happy. ================================== =======================|Catacombs Under Aleroth [#007.2]|====================== ================================== _____________________Retrieve the Magic Axe called Slasher_____________________ On the first floor of the Catacombs you will run into a group of Orcs that will demand that you find an axe called Slasher for them. If you refuse them they will attack you, (and probably kill you) so agree to find it. You can find the Slasher on the Catacomb Second Floor. When you come back with Slasher and give it to him (or you could give him a fake axe) and he tries to test it (by attacking one of his companions!) and is satisfied with the results. (Or angry if you gave him a fake axe.) Then he gives you a warning (Orcs rule, humans drool.) and leaves. -Note: He keeps any axes that you give him, so don't give him any axes other than Slasher. -WARNING: There is a glitch that happens here when Smiruk tries to test out an axe but there aren't any of his fellow Orcs in the same room. If this happens then the game will hang as he tries to find one of his posse, but can't find any of them. __________________________________Gregar Brock_________________________________ On the first floor of the Catacomb you will find a room with a statue by the west wall with a candle at its base. Simply light the candle and a zombie named Gregar Brock will be summoned. After a bit of dialog Gregar will join you. This guy is has a lot of health, so he'll be with you for awhile. -WARNING: When you go above ground after you get him, Gregar will die. ==================== ==============================|Farmlands [#007.3]|============================= ==================== ________________________________The Cursed Abbey_______________________________ -Note: The enemies inside the Abbey are rather strong; you should probably wait until you are around level 20 before taking the Abbey. Talk to Finn in the northwest corner of the Farmlands and he will complain about strange noises that keep coming out of the Cursed Abbey to the north of his farm. Go inside the Abbey and then go down the stairs inside the eastern wing. Downstairs your goal is to get inside the library, but the door is locked. The lever to the door is in the far south, but there is another locked door in you way. Fortunately the lever to open the second locked door is just west of the door. Go through the newly unlocked door and find the lever that opens the library. Flip it and retrace your steps back to the library. Inside the library you will find a ghoul named The Engineer who will tell you his story. Apparently in life he was hired by the monks of the Abbey to devise a security system that nobody would be able to penetrate. Unfortunately, once he finished with it the monks trapped him inside the library to prevent any knowledge of the traps protecting the library from getting out. Because of this betrayal he cursed the Abbey and the monks inside, but he is willing to end the curse if you pay him the fee he originally charged for protecting the library, 1000 gold pieces. Give him the money and he will leave peacefully and lift the curse. If you are a cheapskate you can attack and kill him and that will end the curse too. Grab the Human Teleport Activation Scroll here, read some of the books there, and then leave. ____________________________Brave Brave Sir Richard____________________________ Inside one of the barns you will stumble upon a wounded knight named Sir Richard. He will tell you that he is on he run from an assassin named Crawler and really would appreciate it if someone would take care of Crawler for him. Crawler can be found standing in the middle of an orchard in the Farmlands. When you approach him he will ask you if you had seen Sir Richard. Refuse him and he will attack you. (Alternatively, if you're the evil bastard type you can rat out Sir Richard...) Kill him and then return to Sir Richard with the good news. ____________________________Clearing the Troll Caves___________________________ There is a farmer named Homer here who will ask you to kill some Trolls that are raiding his crops. The Troll's cave is actually across the bridge to the west and is on the Aleroth side of the river. Inside the cave there is a Troll King who is rather upset about the soldiers on the bridge stopping his Trolls from collecting fees to cross the bridge. (What is this, Billy Goats Gruff?) If you disagree with his business tactics he will summon some of his brethren and attack. Kill them all, and then go back to Homer for a reward. ______________________________Isolde's Love Letter_____________________________ There is a woman named Isolde who will beg you to deliver a letter to her lover, Gareth at the Barracks. Go to the Barracks and deliver the letter to Gareth, it's as simple as that. _______________________________The Cattle Rustler______________________________ Talk to a farmer named Tom and he will tell you that someone has been stealing his cattle and asks you to investigate. He doesn't have many clues to help you, unfortunately. (Good thing I'm here to help out...) Go south to the poor section and find and talk to Dorian. He will claim to be a leper and beg for some money. Give him some gold, (or not) then go inside the building to the west and go down into the basement. Inside of the basement you will find what looks like a slaughterhouse and your character will make a comment about how this seems to be where the missing cows have ended up. Talk to Dorian again and he will admit to being the cattle thief and beg you to not turn him in. If you do decide to turn him in then go back to Tom and tell him that Dorian is the cattle rustler. If you don't, well, that's it. __________________________Harriet's Message to Afrasam_________________________ Inside the Blue Boar Inn you will find a woman named Harriet who will ask you to deliver a letter to her Uncle Afrasam at the Ducal Inn in Verdistis. Go to the Ducal Inn and talk to Afrasam and deliver the letter. Afrasam will thank you, give you some money and experience, and that's it. ________________________________Balin's Necklace_______________________________ Talk to Balin inside his house in the Poor Quarter and he tells you that someone named Jonas has stolen a necklace and he would like you to retrieve it. Go to Jonas' house and search it until you find the necklace. Confront Jonas about the necklace and he will tell you that he stole the necklace because Balin has been taking all of his profits and he was just trying to get enough money to survive. Offer to help him out and go back to Balin. Tell him that you are going to end his little reign of terror and he will attack you. Kill him and go back to Jonas and give him the good news for experience and a reputation boost. ________________________Curing the Victims of the Plague_______________________ You will find a fenced-off quarantine area to the south of the farmlands, you won't be able to enter from the northern gate, instead go around to the western wall and there will be a tiny shack that is built into the wall with a door that you can Lockpick. Inside the shack is a door that leads into the Quarantine area. Inside the Quarantine area there are three victims of the plague that you can talk to. They won't have much to say to you, other than to beg for your help. To cure them of the plague you will need to find some Cure Potions, and the ONLY place that you can them is in the basement of Dr. Elrath's house on a cabinet in the eastern part of the room where you found the note that exposes Elrath. -WARNING: The ONLY time you can get the Cure Potions is when you go into Elrath's basement to get the note that exposes him. (See Part II of the main walkthrough...) If you missed the Cure Potions at that time you will NOT be able to acquire them, ever! Unfortunately, there are only two Cure Potions in Elrath's basement, and there are three people to give them to. There is no way to acquire another Cure Potion, so you get to choose who gets to live and who gets to die. (Being a Marked One is never easy...) There doesn't seem to be any reward for choosing one over the other, so just use your own judgment. -Note: There is a sneaky (and frankly, downright bizarre) way to cure all three victims of the plague. First, give one of the Cure Potions to one of the victims, then use the pickpocket skill on them, (I think that you need 3 skill levels to pull it off) you will find that they still have the Cure potion in their inventory. Steal the potion back and you will be able to use it to cure the other victim. (You could also attack and kill them and then loot the potion from the body, but that rather defeats the purpose of giving them the Potion in the first place...) ______________________________The "Drunken" Thief______________________________ When you first pass by the Blue Boar Inn you will be approached by a drunken bum named Logan who will give you an inebriated greeting. Answer him however you feel like and he will wander off. Notice that your wallet is suddenly feeling a little bit lighter? That's right, the drunk just robbed you! Chase after him to the northeast and you will find Logan standing near the Blue Boar Inn pretending to be a bush. Confront Logan and get him to give back the money he stole. If you haven't run into Logan yet and you're walking the road to the southeast of the Blue Boar Inn you will be approached by a woman who is apparently Logan's wife. She will warn you about Logan's antics, so that when you run you run into him you will be on to his little game and he won't be able to steal from you. _____________________________The Snake Oil Salesman____________________________ Inside the Blue Boar Inn is a man who will offer to sell you a supposed "Magic Carpet" for 500 Gold Pieces. If you do buy the "Magic Carpet" and click on it, you will find that it doesn't work! (It's useless; it won't work, no matter what you do...) If you talk to him again, he will offer you another of his "Magic Items," this time a dagger that glows blue when Orcs are nearby (it's called Sting, appropriately enough) for another 500 Gold Pieces. Buy it and click on it to find out that it is just as useless as the carpet. You can keep on buying his "Magic Items," each more useless then the last, for 500 Gold Pieces each until he runs out, at which point he teach you in Trader's Tongue for being his "best customer." (Personally, I think that doing this is a waste, as it will take a LONG time to recoup what you spent to acquire Trader's Tongue, and money is so prevalent in this game that you should never have a problem with buying whatever you want anyway.) _______________________________The Upturned Cart_______________________________ On the side of the road near the Blue Boar Inn there is an upturned cart with several Barrels loaded with potions scattered around. A note lying there threatens a curse on anyone who tries to take the contents of the barrels. I don't know about any curse, but I do know that the barrels are trapped, so take care when opening them. =================== ==============================|Barracks [#007.4]|============================== =================== __________________________Gareth's Feign Death Potion__________________________ Talk to Gareth who is standing guard outside the Barrack's Armory, he will explain that he doesn't want to spend the next 25 years in the army. Unfortunately, the only other way to get out of the army is to die. Gareth is not very happy about either choice, but he has found a way to get out of the Army and not be dead. All he needs is a Feign Death Potion, which he wants you to find. The Feign Death Potion can be bought for 2500 Gold Pieces from Father Theofolus at the Church, (you will need to un-curse the church before you can buy the potion.) buy it and take it back to Gareth, who will give you a key that opens the door to the Armory. ____________________________________The Fort___________________________________ When you go inside the fort to the south there is scene where 3 Black Ring members (Including Antx, who will later become the Imp Council member) will show up and use a mind control spell to turn all the soldiers in the fort hostile. You will have to fight your way out of here. This is a rather interesting event as there is no way to make the soldiers un-hostile again. (Other than killing them, I suppose...) Also, no one seems to care that an entire garrison of troops has gone rogue, or that you've slaughtered them all. =========================== ==========================|Stormfist Castle [#007.5]|========================== =========================== -Note: These can only be done while you are inside Stormfist Castle as Janus' Lord Protector (see Part III of the main walkthrough) ____________________________________KP Duty____________________________________ Inside the kitchen of Stormfist Castle the Cook will ask you to help him wash some dishes. To wash the dishes first you must drag and drop the Bucket with Water onto the Empty Bowl. Then just continually drag and drop the Dirty Dishes onto the filled Bowl until the dirty dishes are gone, then put the cleaned plates and pots into your inventory. (You will have to drag and drop all of the plates into your inventory) Take the cleaned dishes (There should be 8 Plates and a couple of Pots) back to Cook and he will reward you with some spice. (The spice is actually an invisibility potion.) _________________________________Bring Ben Beer________________________________ On the northeast corner of the outer wall there is a soldier named Ben who asks you to fetch him some ale. He will even give you some coins to pay for it. (He is easy to spot; he's the only one on the outer wall carrying a pike.) Go ahead and give him some ale if you have any for some experience. ==================== ==============================|Graveyard [#007.6]|============================= ==================== -Note: There are two graveyards on the Rivertown map: One that is located to the southwest of the Quarantine Area and one that is to the north of Nericon's Garden. All of the quests listed here take place in the graveyard to the north of Nericon's Garden. (This is also where you end up after you escape Iona's Dungeon) ___________________________The Ghost of the Old Duke___________________________ If you try to enter the chapel in the center of the graveyard you will find that the door is locked. Search inside the tomb on the western half of the graveyard for a lever that will unlock the door to the chapel. Inside the cathedral you will find the Ghost of the Old Duke. He will ask you to find his killer and avenge him. If you have already found the Duke's Murderer (See "Finding the Duke's Murderer" in Part II of the main walkthrough) you can inform him of this to put the Duke's soul at ease and net yourself some experience. __________________________________Find Shrimpo_________________________________ When you first leave the graveyard after escaping from Iona's Dungeon you are stopped by a man named Apollo who will ask if you have seen someone named Shrimpo. Tell him you haven't and he will leave. Go back inside the graveyard and start searching the northeastern corner for the tombstones of these people: - Sven the Sailor - Hilmar the Dwarf - Risini the Bard - Ingmar the Fisherman - Marius the Merchant - Polgara the Mage - Osiris the Cook Click on those tombstones in this order and Shrimpo will be summoned. It turns out that Shrimpo is... well... a shrimp! (a very BIG shrimp...) Shrimpo will then attack you, kill him and he will drop the Harpoon of Atlantos. Apollo will then show up, you can talk to him for the whole story on Shrimpo. At the end of his story you have three dialog choices, the first response will net you experience points, but the other two won't give you anything. ========================= ===========================|Iona's Dungeon [#007.7]|=========================== ========================= Although the only real goal of Iona's dungeon is to get out of it alive, there are a couple of things of interest inside this dungeon. _______________________________Cave of Illusions_______________________________ On the first floor of Iona's dungeon you will see a room behind a wall that is filled with gems. To open the path to this room go south until you find a single lit candle sitting in the middle of a pentagram. Click on the candle to extinguish it and the passage to the cave will open. When you enter the cave however, all the gems will vanish and a voice will tell you that this is the Cave of Illusions. There is no way to grab these gems, but go deeper into the cave and you will find the Holy Sword. (See The Holy Items Quest, Below) ________________________________House of Madness_______________________________ In the southern part of the first floor there is a passage that is blocked by barrels. Past the passage you will see a room with a lot of Spell books scattered about. Unfortunately you are teleported away the moment you set foot in the room and are dropped off in the aptly-named House of Madness. You start in a small central room of the House of Madness, with rooms to the north, east, and west of the center room. When you click on a door here you won't open it, you are instead teleported to an entirely different area of the house. Start by talking to the Tortured Corpse here to get a clue on escaping the House of Madness, (Sleeeep...) then click on the southern door to end up the north room. Take anything of value here then click on the southern door to end up in the east room. Grab the key here (use the Alt key to find it) and use it to unlock the western door. You will end up in the west room, now just rest in one of the beds here to escape the House of Madness. You will end up back in the spell book room, but all of the spell books except one will have vanished! Take the remaining spell book and continue on with your adventure. _________________________Iona's Dungeon's Lower Levels_________________________ While searching through the northeast corner of the upper level you will find an Old Parchment that will tell you that Iona has sealed the lower levels of her dungeon, but you can unseal them with the proper incantation. The incantation is "Zortalak caarnan gehnthul paktor" choose the correct dialog choice (it's the middle one) to open a set of stairs down. (If you fudge the incantation, you will be ambushed by a bunch of enemies.) -Note: You don't need to go down to go down into the lower levels to escape the dungeon. They are just there to provide you with a chance for more experience and treasure. The stairs lead to a second level that is packed with strong monsters, and no convenient Health or Mana shrines anywhere on the level. If you're having problems with these guys, you should probably just escape from the dungeon for now and return when you are a bit stronger. (...and have your Teleport Stones back...) after you make it through the second level you will reach some stairs that will lead down to the third level. There's more of the same on this level, just slog your way through to the stairs down to the Fourth level. On the fourth level you will find Cyrion, Iona's pet... ugly thing. It will attack you, kill it and check the room. There is locked chest here; the key for this chest is actually the skull that's resting on top of the chest. Put the skull into your inventory and you will use it to unlock the chest. Take the treasure and look for a ladder that will take you all the way back to the first level of the dungeon. =========================== ==========================|Rivertown Market [#007.8]|========================== =========================== _________________________________The Dark Cave_________________________________ When you approach the Rivertown Market from the south you will be approached by a woman named Caroline who will ask you if you have seen her son. Tell her you haven't and she will worry that he has wandered off towards the Dark Cave. Offer to help look for the kid and go north until you find the Dark Cave. Inside the cave you will find the boy being held by a Vampire. The Vampire tells you that he is going to feed on the boy unless someone agrees to take his place. (hint, hint...) If you refuse him he will kill the child, so accept his terms. He will let the child go then he will come over and feed on you, then he will return to his coffin on the other side of the locked gate. -WARNING: If you let the Vampire feed on you, you will PERMANENTLY lose 1 point from your Strength, Agility, Intelligence, and Constitution scores, AND have your current health reduced to 1! There is no way to restore the lost Stat Points. After the child has been freed this quest is technically over and you can return to Caroline for some experience. If you want to kill the vampire, however, you will need to use Lockpick (Level 2 worked for me) on the locked gate to open it, (I think you can also use Telekinesis on the lever on the other side of the wall to open the gate, but I'm not sure.) then click on the coffin to get the Vampire to attack you. Kill him and then take the key that was inside the coffin and use it unlock the chest for some treasure. ________________________________The Black Market_______________________________ Talk to Marcus and he will tell you that one of his supply wagons has gone missing. Offer to track down the missing wagon. You can find the wagon sitting next to a road that is on the edge of the Dwarven Forest. Talk to the driver and he will tell you that the wagon has a broken wheel and it needs to be replaced ASAP. Run back to Marcus and tell him about the wagon's plight and he will give you a new wheel to deliver to the wagon. Unfortunately, when you go back to the Wagon you will find out that it has been attacked and burned. (There is nothing you can do to prevent this from happening) Follow the trail of blood until you find the wagon drivers. (...or what's left of them...) Go back to Marcus and report what happened, he will ask you to find out where the cargo ended up. -Note: After you find out that the missing caravan has been burned, go ahead and throw away the wheel that Marcus gave you. There is no more use for it and on top of that it's pretty dang heavy. Go back to where you found the bodies and continue on to the east until you see a cave. Go into the cave and search it until you find a note saying that the cargo has been taken to the Black Market. Take the note with you, and as you leave you will be attacked by two thieves. Kill them both and return to Marcus. Marcus will tell you about Tingalf, who might know the location of the Black Market. You can find Tingalf standing outside of Geoff's shop, talk to him and pump him for information and he will let it slip that the Black Market is located in the sewers under Rivertown Market. Enter the sewers through the Rivertown Market entrance. The Black Market is located directly to the east of the entrance to the Rivertown Sewers. As you approach the Black Market you will be stopped by a man named Pedro. I'm not sure if you can bluff your way past him, so you will likely have to fight him and his goons. After you defeat them loot the area and then report back to Marcus. ________________________________Steal from Geoff_______________________________ You will notice that Geoff, the Weapons Dealer spends all his time in his forge outside his shop, only going inside when you want buy something from him. You can take advantage of this by dropping one of your Teleporter Stones inside his shop, and then leave the area to get Geoff to exit the store. Then use the Teleporter Stones to enter the store without Geoff there to stop you from robbing him blind. ========================== ===========================|Dwarven Village [#007.9]|========================== ========================== __________________________The Shrine of Good and Evil__________________________ In the hills to the southwest of the Dwarven Village there is a magic orb sitting on an altar. A book conveniently placed nearby will explain that this is the Shrine of Good and Evil and it will give you a blessing (or a curse) depending on your alignment. Just click on the orb to get one-time stat bonus. (or penalty) Unfortunately the bonuses seem to be totally random; one time you might gain Intelligence, another you might lose Strength. I don't think there is any thing that affects the outcome other than luck. The only advice I can give you is to save before you take the bonus and then reload until you get a bonus that you want. ___________________________Rimmer's Long Lost Brother__________________________ When you talk to Rimmer in the Brewery he will tell you that he hasn't seen his brother, Strobur since he left the Dwarven Halls. He would like you to go to the Dwarven Halls and find out how Strobur is doing. After talking to Rimmer go to the Dwarven Hall and find Strobur. He also wants to find out how Rimmer is doing. Tell him that Rimmer is doing fine and he will reward you. Go back to Rimmer and tell him about Strobur and he will give you 5 bottles of Ale as a reward. ============================= =========================|Dwarven Bread Inn [#007.10]|========================= ============================= _____________________The Barfight at the Dwarven Bread Inn_____________________ In the basement of the Dwarven Bread Inn there is a makeshift boxing ring where fighters amuse the drunks by beating each other senseless. If you really want to join in on the fun talk to Sean and tell him you want to fight. He will set up a match against Burleigh, the Barfight champion. If you beat him you will get the prize money and some experience, if you don't, well, try again later when you are a bit stronger. -Note: You will be stripped of ALL your equipment when you enter the Barfight. (So no Frost Weapons for you!) You will not be able to use ANY skills in there either. (Because Hellspikes are definitely not a part of Queensbury Rules...) There is a way around this, however, if you drop a weapon or a piece of armor in the ring before you talk to Sean and start the Barfight, you can then grab the equipment and use it against Burleigh. ________________________________Punch-Drunk Love_______________________________ When you first enter the Barfight area at the Dwarven Bread Inn you are treated to a cutscene of a man named Christopher having his face rearranged by Burleigh. If you talk to him afterwards he will explain that he was trying to impress his girlfriend Silvana with his Barfighting prowess, unfortunately, he has none. Go back upstairs to find Silvana and talk to her. She is worried about Christopher's Barfighting career and wonders why on earth he wants to do it. Tell her that Christopher is doing this to win her love and she will tell you that she already loves Christopher and doesn't want him to get hurt. Go back to Christopher and tell him that he's a big dope and that Silvana already loves him, and he will then run off to be with her. Go back to Silvana and she will thank you for knocking some sense into Christopher and give you 3 minor healing potions for your trouble. Alternatively you could tell Christopher that Silvana could never love a loser like him and he will run off to break up with Silvana. All this does is get Silvana and Christopher rather upset at you for trying to break them up and Silvana won't give you the healing potions. ============================== =========================|Northern Rivertown [#007.11]|======================== ============================== ___________________________Memories of a Former Life___________________________ To the northwest of Aleroth you will find what looks like a bent sword on the ground. Approach it and your character will comment that this place seems familiar. This place is actually where the events in the Opening movie took place. There doesn't seem to be anything special that happens here, though. ______________________________The Adventurer Trap______________________________ As you follow the road south of Aleroth you will find a trail of gold pieces leading away from the road to the east. Follow the trail and you will find a bunch of treasure just lying out in the open. When you approach the treasure, however, you will be ambushed by Orcs. (Including one of those accursed Orc Wardrummers...) Kill them all and take the treasure. ____________________________The Abandoned Farmhouse____________________________ To the north of the Cursed Abbey there is a locked house. You can find the key to the front door located in a haystack nearby. (or you can lockpick the front door too) Inside the house it will look like the place has already been looted. Move the bed to find a locked hatch, the key is hidden under some packages along the west wall. Open the hatch to find some treasure. The real treasure of this house, however, is the bed itself. It's the only bed in the game that is move-able, so you can take it with you and use it whenever you wish. (You can even use it while its still in you're your inventory...) _______________________________The Cursed Church_______________________________ When you first enter the Church to the north of the Cursed Abbey there is a cutscene showing Father Theofolus and a monk being attacked by Ghosts. Father Theofolus does what you expect any great religious leader would do in this situation; he runs and hides inside the confessional while leaving the monk to die. Kill all the ghosts and the Lich wandering around and then go to the confessional and convince him to let you in. Inside the confessional talk to Father Theofolus, he will wonder what is making the spirits angry. (As a side note if you have already been through Stormfist Castle there is a special conversation path that will open up about the Merchant's Meeting. Theofolus was there at the Merchant's Meeting and was the one who wanted you to be executed.) When you are done talking to him leave the confessional. After you leave there is a scene with the altar boy adding a "Special Ingredient" to the chest in front of the altar. Report this to Father Theofolus and he will expel the altar boy and break the curse on the Church. After the alter boy is expelled you can find him wandering around in the area just north of the Quarantine area. If you talk to him he will tell you that he was trying to get kicked out of the church. You can give him some money if you want to, but there is apparently nothing more you can do about this. __________________________________Sir Markham__________________________________ As you follow the road north from Rivertown Market to Verdistis you will stumble upon a knight named Sir Markham who is fighting some trolls. Help him out (or at least try to, as he will likely kill them all before you can even get an attack in) and afterwards he will thank you for helping him. After you say goodbye he will stop you and ask you to investigate the Dark Cave. Agree to do so and after you rescue the boy from the Vampire there (see The Dark Cave, above) report back to Markham and he will teach you a level in Bless. ________________________________Nericon's Garden_______________________________ When you talk to Otto to the South of the garden he will tell you about the teachings of his former master. If you go along with him he will give you a book with his master's teachings. He also tells you that he needs to enter the Garden, unfortunately the key to the gates is currently being held by Blake, who is in no mood to hand over the key to a bunch of religious wackos. Go to Blake in the Rivertown marketplace and ask him if he has anything rare for sale. (asking him about Otto won't get you anywhere) He will say that he has a key to Nericon's Garden and he will sell it to you if your reputation with him is over 10. (or maybe 15...) If he won't sell you the key you can either buy/sell with him or go out and complete quests to raise your reputation with him until you can buy it for 100 Gold Pieces. -WARNING: There is apparently a bug with this key that allows it to not only be able to unlock the Garden's Gate, but also the Gate to the cemetery above Stormfist Castle too! Do NOT use this key on the cemetery gate, as you will then be unable to enter the Garden! When you get the key go to the garden and unlock the gate. In the northeastern corner of the garden there is a statue that you can click on. If you have the book that Otto gave you in your inventory then the statue will speak to you. It wants to know if you have read the book Otto gave you so it will give you a pop quiz about it. The answers to the questions are: 2. Experience 2. Truth and Untruth 1. Good, Neutrality, and Evil After you answer the statue's question correctly you will get some experience and a level in Restoration. If you didn't answer him correctly he will instead blast your heathen ass and then set a Snake on you! (Strangely enough, he also dropped a couple of items on the ground...) You're not done with the garden yet. Make your way to the pond in the center of the garden and you will see several frogs jumping around. Kill every single one of them (you will need either a ranged weapon or some attack magic to be able to hit them) to open a portal. Go through the portal and you will end up in a small room with a locked door. The lever that unlocks the door is buried under a pile of packages in the northwest corner. Inside the unlocked room you find a Frog Statuette along with a couple of chests filled with gold. ============================== =========================|Southern Rivertown [#007.12]|======================== ============================== ________________________________The Wishing Well_______________________________ Search the southern edge of the Dwarven Forest until you find a well, and when you approach it will tell you that its name is Darsk Ceulg and it will grant you one wish. (...and only one!) The wish can you can make (Or even if you get a wish) depends on how much money you spend. Here's what you can get for your money: -Drop in 2 Gold Pieces: Darsk Ceulg gets angry and the wish is wasted. -Drop in 10 Gold Pieces: Darsk Ceulg gets angry and the wish is wasted. -Drop in 100 Gold Pieces: "I wish to be healed completely!" (It gives you a Super Healing Potion) "I want to have an ally who can aid me in my battle with Orcs and other enemies!" (Summons a Spider to help you) "I wish I had an enchanted sword!" (You get a hint about the Holy Weapons, nothing more. This is a waste, really.) "I wish I had two more wishes!" (Darsk Ceulg gets angry and the wish is wasted.) -Drop in 1,000 Gold Pieces: "I wish to be stronger!" (You get a 5 point bonus to Strength) "I wish to be more intelligent!" (You get a 5 point bonus to Intelligence) "I wish to be more agile!" (You get a 5 point bonus to Agility) "I want to have an ally who can aid me in my battle with Orcs and other enemies!" (Summons a Skeletal Warrior to help you) "I wish I had an enchanted sword!" (You get a hint about the Holy Weapons, nothing more. This is a waste, really) "I wish I had greater experience!" (You get enough experience to gain a level!) "I wish I had a million gold pieces!" (Darsk Ceulg gets angry and the wish is wasted.) "I wish I had two more wishes!" (Darsk Ceulg gets angry and the wish is wasted.) -Drop in 10,000 Gold Pieces: "I wish to be stronger!" (You get a 10 point bonus to Strength) "I wish to be more intelligent!" (You get a 10 point bonus to Intelligence) "I wish to be more agile!" (You get a 10 point bonus to Agility) "I want to have an ally who can aid me in my battle with Orcs and other enemies!" (Summons a Scorpion to help you) "I wish I had an enchanted sword!" (You get a hint about the Holy Weapons, nothing more. This is a waste, really) "I wish I had greater experience!" (You get enough experience to gain a level! This is the same as the 1,000 gold piece wish.) "I wish I had a million gold pieces!" (Darsk Ceulg gets angry and the wish is wasted.) "I wish I had two more wishes!" (Darsk Ceulg gets angry and the wish is wasted.) I personally go for one of the stat raising wishes, but a free level gain (relatively speaking) is hard to ignore. You might even get some use out of the helper that is summoned before it's killed. The only ones I would defiantly avoid are the one for the healing potion, (a cheap potion, terrific...) the enchanted sword wish, (a waste of money) and of course the ones that waste the wish. (obviously...) __________________________Zombie Jake: Undead in Love__________________________ When you first enter the Graveyard to the south of the Quarantine Area there is a scene with a woman named Elora getting a visit from none other than Zombie Jake, who seems to be rather taken with Elora. He kidnaps Elora and takes her under the cemetery, summoning Corpses behind him to cover his escape. Cut your way through the Corpses and follow Jake under the cemetery. After you arrive in the caves under the cemetery go to the northeast to find Zombie Jake and Elora waiting for you. Zombie Jake will attack you, again. Kill him and Elora will thank you. There is no reward for this quest, other than the chance to kill Zombie Jack again. ______________________________Rescue the Hostages______________________________ When you are wandering around the Archer's Guild area you will be stopped by a boy who will plead with you to save his parents from some bandits that have taken them hostage. He will mark the location on your map and tell you to sneak in the back door. Approach the house from the North and look around for a key that will open the door to the kitchen. Inside the kitchen there is a key that opens the bedroom door. You will find the kid's parents inside the bedroom. Get them out of the house and you can kill the rest of the bandits at your leisure. _____________________________The Vanishing Emerald_____________________________ To the southwest of the Quarantine Area there is a beggar named Malachias who will ask you for some spare change. Give him some gold pieces and he will tell you that down the road there is an Emerald that vanishes when you get near it. After talking to Malachias follow the road to the east until you see the Emerald. When you get near the Emerald you will see that it won't vanish, it will just move a few feet away. Go near the Emerald and it will move another few feet away. Continue to follow the Emerald until you bump into a mage named Boratus who will set some thugs upon you before running off. (You won't be able to stop him from running off, by the way.) Kill the thugs and... well... that's it. The quest log will list this quest as completed, and there doesn't seem to be anymore dialog options about the Vanishing Emerald with anyone. -Note: From what Malachias tells you and what is written in your quest log I think the Emeralds are only supposed to show up at night. I was able to follow the Emeralds and trigger the ambush just fine during the daytime, however. (I suppose this is a bug... *shrugs*) ===================== =============================|Verdistis [#007.13]|============================= ===================== __________________________Joining the Merchant's Guild_________________________ To join the Merchant's Guild you first need to talk to Malcolm, he will inform you that you could pay a 10,000 fee to join, or you could help him clear up a little problem. It seems that Maria, a woman living in the poor section of Rivertown, is planning on assassinating a member of the Merchant's Guild and he wants you to do a pre-emptive strike by assassinating her. Agree to help him out (for now...) and leave for Rivertown. Maria can be found in her house in the area to the north of the quarantine area, talk to her and get her side of the story. It seems that her family was ruined by the Merchant's Guild, and it was Malcolm's corruption that caused their downfall. She tells you that Malcolm has been skimming for years, and that you should search Malcolm's house for evidence. Back in Verdistis go to Malcolm's house to the south of Sir Dante's Mansion. Inside his bedroom you will find a book on top of the cupboard. This is the evidence you need to expose Malcolm, so take it and go to Trevor in the Merchant's Guild. When you show him the book you found he will have Malcolm arrested and he will give you a lifetime membership into the Merchant's Guild. _________________________________Buying a House________________________________ When you ask Trevor in the Merchants Guild about purchasing a house he will say that only members are able to rent or buy a house AND you also need a recommendation from someone who was born in Verdistis. To do this you first need to expose Malcolm and join the Merchant's Guild, and then you can tell Trevor about Maria's plight and he will agree to help restore her family's reputation. Go back to Maria and tell her the good news, and she will immediately leave for Verdistis. Go back to the Merchant's Guild to find Maria inside, ask her for a recommendation and she will gladly give you one. You can now talk to Trevor who will allow you to rent or buy Malcolm's old house. You can rent the house for 1,000 gold pieces a month or buy it outright for 30,000 gold pieces. I think that renting the means that you will have to pay Trevor 1,000 gold pieces every 30 days. Renting a house is a MUCH more cost effective way of getting the house, as you would need to be renting the house for like 900 game days before you reach the 30,000 gold pieces you would spend by buying the house in the first place. Then again, you may just want to buy it to avoid the hassle of remembering to pay the rent... -Note: If you forget to pay the rent then Trevor will take back the house and won't allow you to rent (or buy) again. _________________________________Rescue the Cat________________________________ Outside of the Merchant's Guild there is a little girl named Diana who will tell you that her cat Cosmo has gotten himself trapped inside the cellars of the Merchant's Guild. When you become a member of the Merchant's Guild you will be able to get into the cellars and unlock the northwestern door and then go inside the room to find the cat. It will run off to rejoin Diana, so go back to Diana and she will thank you and tell you that she saw some men stuff something into one of the chicken coops. Go to the chicken coop in western Verdistis and look inside to find 500 Gold Pieces. (And get attacked by a snake for your troubles...) _______________________________Sir Dante's Brooch______________________________ Talk to Randell, Sir Dante's secretary and ask him if he has any work. He will ask you to pick up a brooch from Elmer Vignus, a jeweler in the Dwarven Halls and bring it back to him. Go to the Dwarven Halls, find Elmer and pick up the brooch, then take it back to Randell. That's it. It doesn't get more Fed-Ex than that, folks. _______________________Demon Summoning for Fun and Profit______________________ When you first enter the house to the south of the central park your character will make a comment that it sounds like a battle is going on the next room. Go into the next room and Corinna will ask for your help in finishing off a demon. You have a choice of helping out or running away, go ahead and help out. After the demon is destroyed talk to Corinna again and ask her about summoning. She will offer to help teach you in the art of demon summoning if you bring her 3 things; a bottle of wine, a special book, and the branch of a talking tree. She can also give you hints on the locations of the Holy Weapons, buy and sell magic stuff from her, (She can carry Silver Charms along with Spellbooks.) and if show her one of the Treasure Maps you might have found she will mention that Mpenzak has one just like that. The Bottle of Wine ------------------ Corinna will tell you to get the wine she wants from Pierce's shop. Go to Pierre's wine shop and ask him for some of the wine that Corinna wants. He will inform you that Anthrabert had just purchased his last bottle. Go into Anthrabert's room at the Ducal Inn and ask him about the Wine. He will refuse to sell it to you, but he says he will give you the wine if you do a favor, but the favor is to destroy Mpenzak's cart. Destroying Mpenzak's cart is a very evil thing to do, however. If you want to do this then go to Mpenzak's cart and click on the lamp to destroy the cart. Go back to Anthrabert and he will give you the wine. An alternate way of doing this is to refuse to do it, and after a game day or two you will see that he has gotten someone else to do the job. When that happens, go to Captain Perrewis who is standing next to the burned cart and tell him that Anthrabert wanted the cart destroyed. He will leave to arrest Anthrabert. Go back to Anthrabert's room and take the bottle of wine on the floor of the now empty room. -Note: I've heard that if you agree to burn Mpenzak's cart but don't do it immediately then Anthrabert will still get someone else to burn the cart. This can lead to a glitch where he won't give you the bottle of wine or leave it behind when you turn him in, resulting in a broken quest. The Book -------- Corinna will tell you that the book WAS at Sir Patrick's Mansion, but she asked her friend Penumbra to "borrow" the book for her. Unfortunately, the Thieves Guild tends to frown on unlicensed "borrowing," so Penumbra has been captured and is being held inside the Thieves Guild. So you will have to go and rescue her and get the book. Go inside the Thieves Guild (you must be a member of the Thieves Guild, see "Joining the Thieves Guild" in Part IV of the main walkthrough.) and Penumbra's cell is located at the far eastern room. There is a guard outside her cell, however. To get him to leave you need to talk to him and exhaust your dialog options, then leave the room. He should then leave to "relieve" himself, leaving you alone to open the cell. The key to her cell is located on the table next to the cell door, (how convenient...) take it and open her door. Penumbra will thank you for saving her and tell you to meet her back at Corinna's house. Leave the Thieves Guild and return to Corinna's house. Penumbra is there, but she won't give you the book until you do her another favor. She wants you to go and get HeartSeeker, her dagger, from the Town Watch Building. Go into the Town Watch Building and take the key that's inside the eastern table in the first room. (It's not on the table; it's INSIDE it, like a chest.) The dagger is inside the treasure room in the western wing of the building. To get to the room you can either go through Commander Kratus' room or through the locked door in the first room. (The door is trapped, so be careful.) There is a key for this door, but it is inside Kratus' room, so you might want to just lockpick the door. Note that Kratus will wander into his room and the hallway outside of the Treasure room from time to time, and he will kick you out of the building if he catches you in his room or in the hallway outside the treasure room. Grab the dagger (and whatever else you want) and return to Penumbra. Give her the dagger and she will give you the book. The Tree Branch --------------- The final ingredient is a branch from a talking tree. She tells you that Mpenzak might have one for sale. If you go and ask Mpenzak about this he will sell you a tree branch for 200 gold pieces. You don't want to use this branch, (trust me on this one) so instead you will have to go all the way to the Dark Forest to find the tree with the branch you want. Inside the Dark Forest, the talking tree where you get the branch from is located to the southeast of the Warrior's Guild. The branch you want is lying on the ground next to the tree. Grab the branch (see "The Ancient Tree" in the Dark Forest section for more info on dealing with this tree) and return to Verdistis The Summoning ------------- When you find all three items go back to Corinna and she will tell you to go get some Nightflower from her garden and then follow her into the basement. Grab the Nightflower and go into the basement, there Corinna will tell you to put the items you collected into the northern pentagram, then stand in the western pentagram. Do as you were instructed and Corinna will start the ritual. If you got the Tree Branch from the Dark Forest, then the ritual will succeed and you will get experience along with a skill level in "Banish." If you used the branch that can be bought from Mpenzak, however, the demon will go berserk, killing Corinna and then attacking you. _______________________________Sir Patrick's Loan______________________________ If you talk to Sir Patrick in his mansion he will offer to loan you 1,000, 3,000, or 10,000 gold pieces. The catch is that you will have to pay him back in full plus 150, 750, or 3,000 gold pieces (depending on how much you borrowed) within 15 days or... something will happen. Money in Divine Divinity is so prevalent that you should be able to get by without going to this loan shark, however. ______________________________Leptine's Grain Bill_____________________________ If you talk to Leptine in his shop to the north of the Ducal Inn he will complain that Hugh hasn't delivered any grain in a while. Offer to go talk to Hugh about it and leave for Hugh's house in the Farmlands. When you talk to Hugh about the grain shipment he will rather bluntly tell you that he will not send any grain to Leptine until he settles his 3000 Gold Piece debt. Offer to pay the bill for Leptine and Hugh will at first be suspicious of your intentions but will eventually agree to settle the debt and deliver the grain. Go back to Leptine and tell him the good news to finish this quest. ____________________________________Tutamun____________________________________ If you talk to Commander Kratus at the Town Watch Building he will tell you about a string of murders and how he suspects that Pierce the Wine Merchant is responsible. After he tells you this go to Pierce's wine shop and confront Pierce directly about these allegations. He will deny that he had anything to do with the murders and will agree to let you search his cellars. Go down into the cellars and go to the far eastern room. The northern wall here is illusionary - you can walk right through it. In the room beyond the illusionary wall you will come face-to-face with the vampire Tutamun. After a brief conversation in which he reveals that he is indeed the one responsible for the murders he will attack. Kill him and then report back to Kratus for a reward. -Note: Tutamun is also the one who murdered George in Aleroth, (see "George has been Murdered!" above) be sure to confront him about this while you are talking to him, as you wont be able to finish that quest without doing so. _______________________________Graham's Vengeance______________________________ There is a man named Graham who is standing at the bar of the Ducal Inn. He will tell you that he lost an eye because of the treachery of a man named Cirgon and would like you to help him get back at Cirgon. Go and confront Cirgon and he will tell you that he blinded Graham because he caught Graham sleeping with his wife, and now he wants you to get revenge on Graham for him! Now you have a choice to make, you can kill either Graham or Cirgon and then go to the other for a reward, or forget both of those horrible people and go drink some Ale. __________________________________The Brothel__________________________________ This, uh... "quest" starts when you overhear some women gossiping outside of Corinna's house about Afrasam at the Ducal Inn. It seems that Afrasam is running a little "side business" and that one of the women's husbands has been a regular customer there. After the women are done talking go to the Ducal Inn and talk to Afrasam. There should now be dialog choices where you will ask to see either "Magdalena" or "Yaniz." (These are two names that you overheard while the women were gossiping.) Afrasam will tell you to go see Leptine. Leave the inn and go to Leptine store to the north of the inn and tell him Afrasam sent you. He will show you to a hatch hidden under some packages. Use the hatch to enter Divine Divinity's one and only brothel. Just go up to one of the girls (or guys...) and pay 250 gold pieces to have some fun! ________________________________The Beggar Child_______________________________ While you are exploring the city you might be approached by a little girl who will ask for some spare change. Give her a gold piece and you will receive some experience. Don't fall for her story and give her 10 gold pieces, however, you will just end up being swarmed by the little snots. If you do get swarmed, you can just give them more money to make them go away. ______________________________Reunion with Verlat______________________________ While you are wandering around the city you might bump into Verlat, the soldier you cured back in Aleroth. (If you did cure him...) He will thank you for saving him and gives you a ring as thanks. ___________________________The Golden Jugs in Arakand__________________________ When you enter Arakand as part the Imp Council Member quest you will find several locked Golden Jugs scattered around. You can find the keys to the jugs either lying around on the ground or on the Bees (or Wasps, whichever side you did NOT side with.) that won't attack you. The treasure that is inside the jugs is minor, but opening the jugs will cause something strange to happen, from being teleported to a different section of Arakand, to getting enough experience to gain a level, (!) to having the Grim Reaper show up to summon an Angel of Revenge! ___________________________________Baud's Tea__________________________________ Go to the healer's house and talk to the healer there. Ask him about his healing methods and he will tell you about a man named Baud and his mysterious tea. After he is done he will mention that he hasn't seen Baud in months. If you look in the southeastern corner of the house you will see a well-hidden Hatch under one of the beds. Take the Hatch down to the basement and move all the barrels that are blocking the door to the west. Inside the west room you will find three barrels of Baud's Tea waiting for you. The only real use for the Tea that I've found is to threaten/kill the Ancient Tree with it. ________________________________Polymorph Chests_______________________________ In the sewers under Verdistis there are a couple chests that are trapped with a Polymorph spell. If you open one these chests and have a Spiritual Resistance lower than 15 then you will be turned into a bunny or some other harmless animal. Normally this would just be an annoyance, but there is a bug with the spell that makes the effect permanent! This means that you will be stuck as an animal FOREVER! The chests are located somewhere in the southern area of the Verdistis Sewers. (Sorry I can't be any more specific on the location of the chests, but it's the best I can do without pictures...) ========================= ===========================|Thieves Guild [#007.14]|=========================== ========================= -Note: you must be a member of the Thieves Guild to be able to do these quests. (See "Joining the Thieves Guild" in Part IV of the main walkthrough.) _______________________________Get some Training_______________________________ If you talk to Rob after you join the Thieves Guild he will offer to train you in either the Lockpick, Evade Trap, or Deadly Gift skills. He will only train you in one of these skills, so chose wisely. ___________________________Finnigan's Magic Lockpicks__________________________ When you talk to Finnigan after you join the Thieves guild he will ask you to retrieve a set of Magic Lockpicks that Commander Kratus of the Town Watch has taken from him. The lockpicks are located inside one of the tables in the main room of the Town Watch Building. Just take the lockpicks (keep an eye out for Kratus, as he will raise the alarm if you take the lockpicks while he is nearby.) and go back to Finnigan for a reward of a stamina potion and a normal set of lockpicks. Before you give the lockpicks back to Finnigan, however, you should know that you can use these lockpicks an unlimited number of times without using them up. Not only that, but the Magical Lockpicks also give you a 20 point bonus to Agility just by having them in your inventory! If you give them back, the lockpicks will be gone forever, so you should probably just keep them. -WARNING: Whatever you do with the Magical Lockpicks, do NOT drop them onto the ground, as they will vanish and you will lose them forever! Fortunately the latest patch has fixed this. _________________________Rodgar's Lockpicking Challenge________________________ When you talk to Rodgar he will challenge you to unlock five doors, and will give you 5 Lockpicks to do so. You will need to have five levels in Lockpick to be able to open all of the doors and win his challenge and the prize. -Note: If you don't have enough skill levels in Lockpick to unlock all of the doors you can return to Rodgar and he will offer to train you in Lockpick. (A much better prize, in my opinion...) If you take the training you won't be able to win the money. ============================= =========================|Dark Forest North [#007.15]|========================= ============================= _____________________________The Sword in the Stone____________________________ Near the Elven Ruins you will see a sword that is stuck inside a stone, as you approach the sword it will speak to you and ask (more like demand...) to be drawn from the stone. Click on the stone to take the sword... and release a homicidal spirit that is hell-bent on killing everything! (terrific...) You will need to kill the ghost, and it will then retreat back into the stone, (You will see rays of red light shooting out of the stone when it is inside) after that you can then click and drag the sword you took back onto the stone to seal the spirit away again. (Watch out, if you take too much time to do this then a fully-healed spirit will pop out of the stone and attack you again.) -WARNING: Do NOT leave the Dark Forest map while the spirit is still unsealed, as the spirit will go and kill everyone on the Dark Forest map while you are gone! _________________________________Save the Women________________________________ While wandering around the Dark Forest, you will run into a group of men who will beg for you to save their wives from some trolls. They will mark the location of where they think the trolls are on your map. Go to that location to find out that the group of men is waiting for you there. They will explain that they are actually assassins that were hired by Elona (er... Iona) and the whole wives-kidnapped-by-trolls story was just a part of their "brilyant" plan to KILL you! After some witty banter (or not) they will attack, kill them and move on with your life. ______________________________The Collector's Urn______________________________ On the road that leads south from the entrance to Rivertown you will see a small camp. Inside the camp is a man named Raymond who will ask you to retrieve an urn from a nearby cave. When you agree to help him he will warn you that he has already sent some mercenaries there and they have not returned. Go to the cave Raymond marked on your map, slaughter the rather perturbed residents inside, grab the urn, and take it back to Raymond. Simple. ______________________________The Warrior's Guild______________________________ In the middle of the Dark Forest Map you will see a fortress sitting on top of a plateau. This is the Warrior's Guild, where beefy boys can learn the Way of the Whack. To enter the Warrior's Guild you will need to find the stairs that are on the south face of the cliff. Inside the Warrior's Guild talk to Alrik about becoming a member and he will tell you that you will have to pass two tests to join. -Note: These tests involve fighting some of the toughest enemies outside of the Black Ring. I would definitely recommend waiting until you are at least level 35 before taking these tests. The Eye of the Cyclops ---------------------- The first Test requires you to retrieve an artifact called "The Eye of the Cyclops" from... the Warrior's Guild basement? Go down the stairs into the basement and you will find that it has been overrun with undead. Fight your way down another set stairs and you will find yourself in a large central room with smaller rooms to the north, south, east, and west of the central room. The room to the east holds the Eye of the Cyclops that you need. Unfortunately the door to the east room is locked. In fact all the doors are locked except for the northern one. Go into the northern room to find a lever, pull the lever to unlock the western room. Now go the western room to find a lever that unlocks the southern room, and in the southern room there is a lever that will finally unlock the eastern room. -Note: If you stand on a certain spot inside the western room (it's behind one of the statues) you will be transported to a secret room. The only thing inside this room is a pedestal with the KAA GENT scroll on it. This is just a little Easter Egg added by Larian, there is no reward for reading the scroll or taking it with you. (Apparently, KAA GENT is the name of a Belgian soccer team that some of the programmers at Larian are a big fan of.) Once you leave this secret room you will not be able to return to it. In the eastern room of this area you will find the guardian of the Eye, who will attack you. This is a tricky battle, as he can summon Infernal Conjurers who will in turn summon Infernal Skeletons, if you are not careful you can be easily overwhelmed by these guys. When you overcome the Guardian, open the pot in the center of the room to find The Eye of the Cyclops, which turns out to be a real eye! (EWWW! GROSS!) Take the Eye back to Alrik to receive the second Warrior's Guild quest. The Heart of the Dragon ----------------------- Now Alrik wants you to retrieve an artifact called The Heart of the Dragon from a cult that is holed up in the Imp's Abandoned Castle. The castle is perched on top of a cliff, so will need to find the staircase up the cliff. Inside the castle you will need to fight your way through to the end where you will come face to snout with another Dragon Rider. This guy can kill you with one shot of his elemental breath weapon. To stand a chance against him you must raise your resistances, so drink an Elixir Potion before you fight him and equip any resistance-raising equipment you have. Hopefully you should be able survive a couple shots. When you manage to kill the Dragon Rider it will drop The Dragon Heart Gem. Take the Gem back to Alrik to pass the test and become a member of the Warrior's Guild and Alrik will train you in Boomerang and let you keep the Gem for good measure. -WARNING: The Dragon Rider will ONLY drop the Heart if you have the quest to retrieve the gem from Alrik. If you just wander in and kill the Dragon Rider before Alrik sends you there then you will be unable to get the Heart, meaning you won't be able to join the Warrior's Guild OR complete the Dragon Armor set. _______________________________The Sparing Match_______________________________ In the courtyard of the Warrior's Guild you will see two guys fighting each other. Go up and talk to Master and challenge him to a duel. Fight and defeat him (be careful, he is HARD!) and he will train you in either Augment Offense or Augment Defense. ============================= =========================|Dark Forest South [#007.16]|========================= ============================= ________________________________Slay the Stalker_______________________________ You will run into a Hermit standing outside a cabin who will tell you about monster that is terrorizing the area. Agree to kill the monster and he will mark the cave where the monster is hiding. Go into the cave (the flowers outside the cave will cause your character to sneeze...) and fight your way to the back to find... the Hermit? He will explain that he is really the Stalker and that he disguises himself as the Hermit to lure would-be heroes into his cave so he can eat them. ...and guess what? You're his next meal! He then attacks you, so give him some Marked One Justice! After killing him, loot the cave along with the Cabin that the Hermit once occupied. -Note: Be sure to keep the Silver Breastplate you find after you defeat the Stalker. You will later be able to upgrade the armor into the Armor of Larian. __________________________________Elven Lover__________________________________ In the Elven Village you will find an Elven maiden standing in front of a well. (Actually, the person standing there depends on the gender of your main character: If you are playing as a male character it will be a woman named Eleana, and if you are playing a female character then it will be a man named Elean. the quest is the same regardless of who gives it to you, so for the sake of brevity, I'll just refer to her as a female) When you talk to her you can express your feelings of love for her, but she will say that she can't marry you as long as the war between the Elves and Dwarves is looming. After you stop the war by completing both the Elven and Dwarven Council Member quests you can return to her and tell her that you've stopped the war, (you get experience for this) but she will say that she still cannot marry you until you bring back a necklace that her grandmother lost a very long time ago. She gives you a scroll that has a picture of the necklace you are looking for, and that's it. Take the scroll to Elmer the Jeweler in the Dwarven Mines, and ask him to make a copy of the necklace. (The real necklace is not in the game, so you have to have Elmer make a fake to complete this quest.) Come back in a day or two, (game time) and he will give you the necklace. Take the necklace back to Eleana and she will agree to marry you. You now have your very own Elven fianc‚e! Hooray! ______________________________Evil Transformation______________________________ As you follow the road to the south of the Warrior's Guild you will be approached by a boar who talks! He explains that he was transformed into a boar by an evil mage. He marks the location of the mage's cabin on your map and asks for you to find a way to cure him. Inside the mage's cabin click on the portrait on the wall to reveal a secret room with some stairs leading down to the basement. Inside the basement there are three cells holding different animals. One has a couple of wolves in it, one has a snake in it, and the last one has a cow it. Click on the cell door that holds the cow and she will explain that all of the animals here have been transformed by the mage. She will beg you to free the others before the mage comes back. If you free the wolves first, then they will help you fight the mage. The snake, however, will attack YOU if you free it, and the cow won't do anything. After freeing one of the animals Boratus, the mage responsible for transforming the animals will show up and attack you. (Remember him? From "The Vanishing Emerald" quest?) Kill him and take the key he drops. Go back upstairs and use the key to open the locked chest. Inside you will find a note that will detail what you need to undo the curse on the animals. The First thing you will need to get some Holy Water from the priest in the Dwarven Halls. Talk to the Dwarven Priest in the Dwarven Halls and he will tell you that he can give you some Holy Water, but ONLY if you bring him the Holy Grail. Find the cave that the priest marked on you map, (it is Northwest of the Imp's Deserted Castle) go inside, kill anything that moves, and then find the Holy Grail. Take the Grail back to the priest and he will fill it with Holy Water. Back at Boratus' cabin you can use the Holy Water to return the animals back to their original forms. Finally, go back to where you first met the talking boar and he will approach you again. When you offer to change him back, however, he will refuse, saying that he wants to stay with his new porcine girlfriend! (...) _____________________________Alchemist's Apprentice____________________________ You will find a very reclusive Alchemist named Medicus living inside a cabin to the southwest of the Warrior's Guild. He will tell you that he will make you an apprentice if you bring him a root from the Ancient Tree. Leave the shack and go find the Ancient Tree and take the root that's at the tree's base. (See "The Ancient Tree" Below to see how to deal with the tree) Take the Root back to Medicus and he will train you in the Alchemy Skill. ________________________________The Ancient Tree_______________________________ To the southeast of the Warriors Guild you will run into a Talking Tree. You will know you are getting close when it starts to rain, and an Elven scouting party appears out of nowhere warning you that there's a rather ticked off Ancient Tree nearby. If you ask them why the Ancient Tree is so hostile they will mention the Tree's fear of Woodcutters. Approach the Tree and it will demand to know what you are doing here. You can tell him that you are a wood cutter you can scare him into giving up the items you need, or you can threaten him with some Baud's Tea if you have it. Finally, you can tell him that you are just leaving and he will let you go and then you can dash in and grab the stuff and leave before the Tree does anything. If you tell him anything else then he will attack by summoning a LOT of Infernal Corpses and by shooting powerful (albeit slow moving) projectiles at you. If you really want to kill the thing then you will need to have some Baud's Tea with you. Make sure that the barrel is open, (click on it if its not) then stand next to the Tree and then drag and drop the open barrel onto the Tree and that should take care of it. -Note: The root and the branch will only be there if you have gotten the necessary quests from Medicus and Corinna. ================================ ========================|The Holy Items Quest [#007.17]|======================= ================================ You will get this quest when you read the appropriate book inside the Cursed Abbey. (Or, if you are like me, you will get it when you stumble over the Sword in Iona's dungeon...) To complete the quest you will need to find the Sword, Dagger, and Amulet then find the Sacrificial Chamber and sacrifice two of the holy items to power up the third. Note that the Holy Items will be un-equipable until you go through with the sacrifice. ___________________________________The Sword___________________________________ The Sword is probably the easiest Holy Item to find. It is inside the Cave of Illusions in Iona's Dungeon. (It's the one that is filled with Gems.) To open up the cave you will need to extinguish a candle that is sitting in the middle of a pentagram to the south of the Cave. Go inside the cave and the gems inside will disappear, and then search the rear of the cave to find the Sword. ___________________________________The Dagger__________________________________ The Dagger is located inside the Thieves Guild, so you will need to be a member of the Thieves Guild to get it. The Dagger is found inside a book that is on the Thieves Guild Leader's desk. You should be able to easily open the book and take the dagger without having any problems. (As long as you are a member of the Thieves Guild, that is...) ___________________________________The Amulet__________________________________ The amulet is the most difficult of the holy items to get. The Amulet can be found in a cave under the Elven Ruins of the Dark Forest. There are actually two entrances to the cave, one in the middle of the Ruins and one to the west of the Ruins. ___________________________________Sacrifice___________________________________ After you find all three Holy Items you will still need to find the chamber to sacrifice the items. The sacrifice chamber is located to the northeast of the Church in Rivertown. You can find the stairs to the chamber hidden inside a cluster of trees there. Inside the chamber you should find a statue with a couple of blue circles painted on the floor and a cluster of four tombs to the south. -WARNING: Do NOT touch any of the four tombs in the south of the sacrifice chamber. If you do, you will not be able to initiate the sacrifice dialog or get the powered up Holy Item. So look but don't touch. Stand in the eastern most circle (If you can't see it then try fiddling with the game's Gamma Controls.) and you should get a dialog asking which two items you want to sacrifice and which one you want to keep. Make your choice (whatever you think will help you the most) and the powered up Holy Item will appear in the western circle. -Note: The actual statistics of the item you get are randomly generated when you first point your cursor over the item. So if you don't like the item you got you might want to reload and try again until you get something you like. ================================ ========================|The Dragon Armor Set [#007.18]|======================= ================================ After completing the Dwarven Council Member quest (See Part V of the Main Walkthrough) and after showing King Dunatrim the note that tells of the Mayor's part the plot he will mention the Dragon Armor Set. If you ask him about the Dragon Armor Set he will tell you that there are 5 pieces in the set: Gloves, Belt, Shield, Breastplate, and Helm. -Note: Sometimes enemies will drop Dragon Amulets when beaten. These amulets are not a part of the set and have nothing to do with the items listed below other than their name. _____________________________________Gloves____________________________________ The gloves are found inside one of the Burial Pyres at the Elven Graveyard. Just search the Pyres until you find the gloves and take them. ______________________________________Belt_____________________________________ As you wander around in Verdistis you will be stopped by a woman named Raphirella who will ask you to help her settle a little family dispute. It seems that her father recently passes away and Zedzarine, her half-sister is trying to worm her way into the inheritance. She wants to hire you for 50 Gold Pieces to prevent her half-sister from getting anything. Agree to help her and as if on cue, her half-sister will show up and a huge argument will break out. After they are done arguing they want you to make a judgment. It doesn't really matter what you say here. (Although I should point out that siding with the sister or remaining undecided will give you experience, while siding with Raphirella does not.) After they both leave, go to the house to the southwest and use the key that is inside a nearby log to open the front door (you can also lockpick the door) and go inside. In the southwestern room search one of the shelves there you will find a key, take it and continue on down to the basement. Watch out, because if you step in the center of this room the floor will give out and you will fall into the basement and have a good chunk of your health taken off. (Oddly enough, I got experience when this happened... Falling through the floor shouldn't be able to kill you.) When you get to the basement (one way or the other) go to the west and you will see a chest that is blocked by a bunch of barrels. Move the barrels out of the way and use the key you found upstairs to unlock the chest. Inside the chest you will find the Belt and 1000 Gold Pieces. _____________________________________Shield____________________________________ This one is found inside Stormfist Castle's Armory on a table. To get inside the armory where the Shield is held you will need to find a key. The key is in the library to the north of the Armory. -Note: You are only supposed to be able to get the Shield while you are inside the castle as the Lord Protector. If you missed it at that time, however, you can get it by using the Enter Stormfist Castle Anytime Cheat. (See Part II of the main walkthrough) __________________________________Breastplate__________________________________ This is definitely the hardest of the set to acquire, as you not only have to find the Breastplate itself, but you also have to repair it by finding the Heart of the Dragon and bringing it to Grischa, the Dwarven Blacksmith. The Breastplate is in possession of Sir Patrick in Verdistis. Go and talk to him about the breastplate and although he is reluctant to give it up he will agree to give to you if you agree to help him collect a debt from a man named Lucius. It's leg-breaking time! Go and talk to Lucius about his debt and he will tell you that he can't pay his debts. You will have to pay his debts off yourself. Go back to Sir Patrick and give him the money you "collected" and he should give you the Breastplate. (or what's left of it...) Now you need to acquire the Dragon Heart Gem (see "The Warrior's Guild" for more information on this) and take both the Breastplate and the Gem to Grischa in the Dwarven Halls and he will use them to repair the breastplate. -Note: be sure to show the Dragon Heart Gem to Alrik before you repair the Breastplate, as you will lose the Gem when you repair the Breastplate. -WARNING: The Dragon Rider will NOT drop the Heart unless you have acquired the quest to retrieve the Heart from Alrik at the Warrior's Guild beforehand. (See "The Warrior's Guild" above) ______________________________________Helm_____________________________________ After you repair the Breastplate you can show the repaired Breastplate to King Dunatrim and he will give you the Helm. =============================== ========================|The Armor of Larian [#007.19]|======================== =============================== Scattered throughout Rivellon are four Treasure Maps that point to a fabulous treasure. When all four maps are acquired and the and the treasure is found you will also be able to access a secret Easter Egg area where you can meet the fine people who made Divine Divinity and get your hands on the nifty Armor of Larian. _____________________________The Four Treasure Maps____________________________ Before you can even enter the Cave you will need to find the four treasure maps that are scattered around Rivellon. 1) Purchased from Mpenzak for 500 Gold Pieces 2) In the far Northeastern part of the Verdistis Sewers on a corpse 3) Inside a spider cave to the northwest of the Archer's Guild 4) Inside a locked prison near the entrance to the mines in the Dwarven Halls -Note: the Map found inside the Dwarven Halls prison is labeled "Scroll" instead of "Treasure Map" After you get all four treasure maps you still need to find the stupid cave. (Which is VERY well hidden, it is very easy to pass right by it even if you know where it is...) The cave is located in the far northwestern corner of the Dark Forest map, partially hidden by some trees. _______________________________The Treasure Cave_______________________________ When you finally enter the cave kill the spiders and find the door hidden behind the spider webs. (The door will only be opened if you have all four Treasure Maps in your inventory.) Your goal here is to find three Crystal Balls in this cave and bring them all to the Giant Stone Bowl. The Crystal balls are all lying right out in the open and the only problem is finding the switches to unlock the doors. (...and the legion of skeletons that are waiting to eviscerate you...) When you get all three Crystal Balls take them to the Giant Stone Bowl and drag and drop them into the bowl to reveal a door. Go through the door and click on the shrine in the next room. This will summon a rather pissed off demon who will attack you. Killing the Demon will cause part of the wall to the south to disappear, revealing a passage. At the end of the passage is a room filled with treasure. There is an illusionary wall to the north that leads to a room with a Teleporter Stone that will lead you to the Secret Area if you have the proper items in your inventory. (There is also a Tombstone here that has a rather touching tribute to the victims of the September 11th terrorist attacks.) _________________________________What you Need_________________________________ Before you click on the teleporter stone here make sure you have the following items in your inventory: -EXACTLY 2002 Gold Pieces (not one piece more or less) -5 Bottles of Ale purchased from Rimmer in the Dwarven Village -Silver Breastplate (See "Slay the Stalker," above) -The 4 pieces of rope that are lying around the teleporter -One of your Teleport Stones (and the other one is on the ground somewhere) -WARNING: The teleporter that is supposed to take you back from the secret area is broken; this means that the ONLY way to get back from the secret area is to use your Teleport Stones. If you have all these things in your inventory when you touch the Teleporter Stone then you will be warped to the Secret Area. If you don't have these items then the stone will just warp you back outside the cave. ________________________________The Secret Area________________________________ When you first enter the secret area you will see 2 people who are having a bit of a philosophical discussion about the nature of good and evil before trying to murder each other. You can watch them go at it if you want, but since both of them are immortal don't bother waiting for a victor. Continue on and you will see a Prison Pit, to enter this prison you will need to use one of the pieces of rope you found in the treasure cave on one of the open prison pits. Inside the prison you need to throw the lever to unlock the cell doors and then you can talk to the people who made Divinity. Continue doing this for the other three prison cells. In the last prison cell you will find a stair case down. You will come to a room with the many (MANY) bugs of Divine Divinity in it. They will all attack you, kill them all and then return to the previous level. If you talk to Swen after killing all the bugs he will gratefully upgrade the Silver Breastplate you were carrying into the Armor of Larian. -Note: For some strange reason the Armor of Larian is invisible. (It will look like your character isn't wearing any armor!) ******************************************************************************* ------------------------------------------------------------------------------- |||||||||||||||||||||||Frequently Asked Questions [#008]||||||||||||||||||||||| ------------------------------------------------------------------------------- -Q: In the first level of the catacombs I can't find the pentagrams where you are supposed to put the magic orbs in! A: Try fiddling with the Brightness and Contrast of your monitor, as the pentagrams can blend in with the background if the screen is too dark. Also try increasing the brightness with the Gamma and Darkness controls under Options->Video->Visual. -Q: I can't find the front door to Dr. Elrath's house! A: The front door to Dr. Elrath's house is on the north side of the building, hidden from view. Use the ALT key to highlight the door. -Q: Where are the three Elven Ceremonial Relics? A: The first two Elven Ceremonial Relics needed for the Elven Council Member are lying out in the open and should be easy to find. The third Elven Ceremonial Relic is actually the Quarterstaff that Josephina drops when you beat her. -Q: When I went looking for the Imp Council member I found an Imp who told me to touch a Magic Sphere, but I refused to do it. Now he won't even talk to me! A: You should not have refused him. There is a bug in this game that causes the imp (Zaknadrix) to give you the chance to touch the Magic Sphere and enter Arakand once and only once, whether you touch it or not. If you didn't touch the Zaknadrix's magic sphere when you had the chance you are basically stuck, as you can't find the Imp Council member without touching the magic sphere and the Zaknadrix won't talk to you or let you touch the Magic Sphere. This bug seems to have been fixed with the latest patch. I'm not sure if using the patch will help solve the problem, but it's worth a try. If it doesn't, the only way to solve this break is to reload a savegame from before you talk to the imp. -Q: Where can I find lock picks? A: Other than random drops from enemies just about the only character that consistently sells lock picks is Tingalf in the Rivertown Market area. I have also seen Blake in the Rivertown Market carry them occasionally, too. -Q: How do I open the Stormfist Prison Door? A: As far as I know, you can't. The door can't be lockpicked even if you have a max level in the skill, and I haven't found a key that unlocks it yet. -Q: I can't find the dwarf inside the Dwarven Bread Inn who gives me the teleport scroll! A: The dwarf that you get the Teleportation Scroll from leaves the Inn after completing Stormfist Castle and takes the scroll with him. I haven't been able to found him again, so just take the scroll inside the Glenborus Town Hall instead. -Q: How do I pick up the Teleport Stones? A: First open your inventory then click and drag the Teleport Stone into the open inventory screen. This technique also works on just about any item that you can't automatically pick up. (Everything from books to furniture and even chests!) -Q: What do I do if I lose the Explosives I use to blow up the Orcs supply train? A: If you lose (or sell) the explosives (or later, the poison you need to poison the Orc's well) you are out of luck, as there isn't any way to acquire more explosives and you can't finish the quest without the explosives. The only options you have are to either reload a savegame where you have the explosives or to just leave the quest unfinished. -Q: When I go into this fort to the south of the Barracks these three Wizards show up and turn all soldiers into enemies! Is there any way to stop them from doing this? A: No, there isn't. (Well, I suppose you could just avoid entering the fort entirely...) There also doesn't seem to be any way to make the soldiers friendly again. One interesting thing to note is that no one seems to care about this, even if you killed everyone in the fort. -Q: My character is losing Stamina constantly, even when he is standing still! A: You are probably carrying the "Halberd of the Rock" that is found inside the Cursed Abbey. This item will constantly drain stamina while you are carrying it. Get rid of it (Sell it or just drop it) to stop the stamina drain. -Q: An enemy dropped an item I want to get, but I can't pick it up! A: This is a glitch that happens when the item a creature drops is actually dropped inside a wall or some other inaccessible place. To be able to pick up the item you will need to use the "Telekinesis" skill (One point should be enough.) -Q: Where can I find the latest patch? A: You can find it at http://www.larian.com/Site/english/divinity/fix.html -Q: Does this game have a multiplayer mode? A: No, it doesn't. -Q: How do I set Hotkeys? A: First open the menu with the weapon/skill/potion you want to assign. Then just hover the cursor over the icon of the weapon/skill/potion and press the key you want assigned. A little F(key number) symbol in the lower- left corner of the icon signifies that the Hotkey is set. -Q: Is there a level-cap in this game? A: Sort of... There is no hard level-cap in the game, (i.e. you can only go to level 99 no matter how much experience you get...) but you are limited by the amount of experience you can get in the game. (There are only so many monsters you can kill and only so many quests you can do.) Going through the game normally you should be around level 50 by the end of the game. You might be able to push your levels into the low 60s if you do every quest and kill every monster, but that's about as far as you can go. -Q: How do I keep the Demon from killing Corinna? A: The demon will kill Corinna if you brought her the wrong tree branch. You want to bring her a branch from the tree in the Dark Forest, not the one you buy from Mpenzak. -Q: How can I defeat those Orc Wardrummers!? A: Wardrummers are definitely one of the more aggravating enemies as they can pretty much fully heal themselves after only a second or two. Unless you are at a high level and have a very strong weapon you will simply be unable to do more damage than he can heal. One way to kill him is to try to get him to attack you, (Yes, he does attack you once in a while...) he can't heal when he is attacking. (Of course, his attacks cause so much damage he will probably kill you...) Or you can use "Freeze" to stop his healing and then kill them while they are frozen. (Or just run away...) -Q: How do I keep those Dragon Riders from slaughtering me? A: The Dragon Rider's big attack is when they start pelting you with breath weapons. These breath weapons are all elemental so it is your resistances that will determine how much damage you take from the attack. Raise your Magic Barrier skill, add some resistance-upping charms to your equipment, and drink an Elixir potion or two before fighting them and you will have a much easier time in dealing with them. -Q: Why am I being attacked by dogs/cats? How do I get them to stop? A: If you accidentally kill any animal it will immediately turn EVERY ONE of that species hostile! There is nothing you can do to make them friendly again. So always remember to be kind to animals. -Q: Is there a demo for this game? A: Yes there is. I've never played it so I can't tell you much, other than it's old (VERY old...) and it covers the events in Aleroth up until you meet Zandalor for the first time. As for finding it, you are on your own. I think you can find it on www.fileplanet.com, but I'm not sure. -Q: My resistances are down to somewhere around -500,000! What's happening!? A: This is a known bug that happens when you un-equip/re-equip a piece of equipment that has a bonus to the Magic Barrier skill on it. The latest patch should fix this problem. -Q: Where is the Farmland's Teleporter? A: The Farmland's Teleporter is located in the southeast corner of a cow pasture, partially obscured by some straw. -Q: How do I enchant items? A: First you need three things; some Charms, a piece of equipment that you can attach Charms to, and at least one point in the "Enchant Weapon" skill. Click on the piece of equipment to open window that shows the charm slots. Now just drag and drop the Charm you want into an open slot to attach the charm. You can not remove a Charm once it has been placed. -Q: I tried to find the site with that cheat program, (see Cheats section, below) but all I got was a dead link! A: The sites I listed are personal sites, which have a nasty habit of, well, vanishing. Try Kiya's Divinity site at www.kiya1.de/images/ which has mirrors of these programs on it. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ Spoiler Questions: These are questions that pertain mainly to the story and/or characters. As such these questions way spoil the game for you and have been separated from the other questions. If you don't want to read any spoilers then just skip this section. -Q: Just what exactly is Arhu supposed to be, anyway? A: Arhu is actually a battlemage who was turned into a cat by the Black Ring. (The "Polymorph" bug strikes again!) -Q: Elona or Iona? A: Iona, I think... What I think is going on is that Iona took on a new name along with a new form for her work inside Stormfist Castle. Then again, maybe the programmers simply forgot what her name was halfway through the game... -Q: Can I prevent The Demon of Lies from reviving the Lord of Chaos? A: No, you can't. This is a story event and it will happen no matter what you do. -Q: Does the Divine One really kill the Lord of Chaos in the ending cinema? A: That seems to be the sixty-four dollar question about the ending. Some think that he did and was taking the body out to bury it somewhere, while some think that he didn't and instead took the baby to raise it himself. (I guess it was the latter that happened...) +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ ------------------------------------------------------------------------------- |||||||||||||||||||||||||||||Cheats and Bugs [#009]|||||||||||||||||||||||||||| ------------------------------------------------------------------------------- -Note: Although Divine Divinity doesn't have any "official" cheats added to the game, there are a number of bugs and glitches that can be exploited for personal gain. These bugs are listed in this section. -Side Note: I am personally one of those players who despise cheating in any form, but I especially hate using exploits. But if you are one of those who like to cheat, I guess I shouldn't try to stop you. Do remember that using any of these cheats will take a lot of the fun out of the game. I also won't give you any more help in using these cheats. -WARNING: Be careful about using the cheats, I won't be held responsible if you do some thing that causes your game to crash, your savegames become corrupted, or anything else that happens when you use these cheats. Infinite Gold ------------- First you need at least two gold pieces in you inventory. Hold down the Ctrl key and drag and drop a pile of outside of your inventory. A dialog box will pop up asking you how much gold you want to drop. Using the keyboard enter a negative number into the dialog box. (i.e. -10) Now PRESS THE ENTER KEY and a pile of gold worth over 65,000 will appear on the ground. (This also works on any other stackable item, like potions, food, lockpicks, ect.) Item Duplication ---------------- This works on any non-stackable item you have. (I suppose it would also work with stackable items too, but the "Infinite Gold" method listed above is much quicker...) First make a quick-save, (Ctrl-S) then click and drag the item you want to duplicate outside you inventory but do NOT let go of the mouse button. Instead do a quick-load (Ctrl-L) and load the game WHILE STILL HOLDING DOWN THE MOUSE BUTTON. When the game finishes loading the item you were dragging will still be stuck on the cursor, while the original will still be inside your inventory, giving you two of that item. Attach Unlimited Charms ----------------------- (Sent in by evandar) (Fixed with the latest patch) You will need to have a piece of equipment with at least one open charm slot. Click on the piece of equipment to open up the window that you normally add charms to. Now, instead of adding charms like you normally would click on the piece of equipment again to open another charm window. Do this as often as want, then go ahead and start placing whatever charms you want. Each window is separate from the other - you can add different charms to each window and the game will give you the appropriate bonus for each charm. (Note that this cheat won't work if you have already filled up the charm slots on the equipment, it only works if you do it before you start adding charms.) -WARNING: If you place too many charms to a piece of equipment (like 50+ charms) then the game will crash whenever you place the cursor over that piece of equipment. Monster Farming --------------- There is a way kill a monster multiple times, gaining experience each time. You will need at least one level in Resurrect, and a dead monster. (Preferably one you can defeat rather easily, and still gives a good amount experience when they die...) Cast Resurrect on the monster, (don't use Aura of Command on it) then leave the area, and the monster will change from being friendly back to being hostile. (I have no idea how far you have to go; I think you need to change maps...) Now just return and kill them again. Repeat this until you fall into a coma from boredom. (If you do this, be warned that if you rest in a bed while a Resurrected monster is still alive, then it will disappear. This means you won't be able to kill them or re-Resurrect them again.) Polymorph --------- The Polymorph skill should only last for a few seconds, but the skill is bugged so that the effect is permanent. So you can use it on the enemy then just kill them at you leisure. (Killing a polymorphed creature will give you full experience) Frost Weapons ------------- A weapon that that has a frost modifier attached is supposed to act just like the Freeze skill when striking an opponent. A frost weapon, however, not only freezes every time it connects, but it also IGNORES SPIRITUAL RESISTANCE! This means it will always work, even against enemies that are normally immune to Freeze skill. (Like Josephina...) Frog Walk --------- For this trick to work your character MUST be a Survivor AND have a Frog Statuette in your inventory. First use the Survivors special move, your character will crouch down. While you are still crouching go into your inventory and activate the Frog Statuette. Now just wait until your stamina runs out and you return to normal. Now you will have the same walking speed as the Frog form did. Save Game Editor ---------------- There is a save game editor available for Divine Divinity. It was written by iZakaroN of the Larian.com Message Boards. You can find it at: http://izakaron.esmartweb.com/DDSaveEditor/index.html -Note: I had nothing to do with the making of this program, so don't email me if you have a problem. You will have to figure it out on your own. The files are in a .rar file, so you will need to use a program that can uncompress rar files (like the one from winrar.com...) before you can use it. Item Editor ----------- There is also an item editor available. It was written by DAD of the Larian.com Divinity Message Boards. You can find it at: http://www.eonet.ne.jp/~hemetis/ -Note: Again, I had nothing to do with this program either. Don't email me if you have problems running or using this program. Music Extractor --------------- This is not really a cheat, but since I'm listing programs that let you Ha>