Beyond Divinity Walkthrough :
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Walkthrough - FAQ/Walkthrough__________________________________ | Beyond Divinity Walkthrough | | By: JaggedJim | | Date: August 1, 2004 | | Version: 0.3 | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This is my walkthrough for Beyond 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, comments, or you have something you want added to 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 “Beyond 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.) -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. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ——————————————————————————————————————————————————————————————————————————————— |||||||||||||||||||||||||||||||Table of Contents||||||||||||||||||||||||||||||| ——————————————————————————————————————————————————————————————————————————————— Version History [#001] Introduction [#002] Character Guide [#003] Battlefields [#004] Skills [#005] Hints and Tips [#006] Walkthrough [#007] -Act I: Let’s Blow this Popsicle Stand! [#007.1] -Act II: Imprunner [#007.2] Frequently Asked Questions [#008] Miscellaneous [#009] Contributors [#010] ——————————————————————————————————————————————————————————————————————————————— |||||||||||||||||||||||||||||Version History [#001]|||||||||||||||||||||||||||| ——————————————————————————————————————————————————————————————————————————————— 0.1 – 5/15/04 0.3 – 8/1/04 – After rushing through Act II I went back through it more thoroughly this time and added a bunch of stuff I missed. I also filled in the skill section detailing who to use Alchemy and Enchanting. Unfortunately, This will probably by my last update of this guide for a while, due to some personal reasons. ——————————————————————————————————————————————————————————————————————————————— ||||||||||||||||||||||||||||||Introduction [#002]|||||||||||||||||||||||||||||| ——————————————————————————————————————————————————————————————————————————————— Beyond Divinity is the follow up to Divine Divinity, (or just Divinity, as it’s affectionately known) a great RPG that was sadly overlooked by far too many people. This game uses the same engine that Divinity does but with various improvements. (Like the 3d character models) It also continues Divinity’s tradition of deep game play to go along with fast-paced combat. In Beyond Divinity the game play takes a turn toward more Ultima-style depth, focusing more on puzzles and quality of opponents over “how many enemies can you kill in a minute.” So if you are just looking for a mindless hack-and-slash action game, go elsewhere. There are three different retail versions of Beyond Divinity floating around out there. All three versions contain the same game, but you can get some neat extras depending on where you purchase Beyond Divinity. The first version contains a sixty page novella entitled “Child of the Chaos,” sold exclusively at Best Buy outlets. This novella covers the events that happen in between Divine Divinity and Beyond Divinity. The second version has the Full Version of Divine Divinity, which is sold at Electronics Boutique and Game Stop outlets. (I’ve also heard that you can purchase this version at Fry’s Electronics, but I can’t verify that because there isn’t a Fry’s Electronics outlet in my area) Finally there is a version without any extras sold pretty much everywhere else. (Note that this only applies to the US release of Beyond Divinity. I don’t have a clue how this is handled outside the US or by online retailers.) There will be a sticker on the box telling what extras (if any) you get. One interesting thing to note is that although this game is rated M (17+) here in the US, the violence level is at the exact same level as it was in Divinity. (...which was rated Teen) The only reason that I can think of for this rating boost are the various dismembered corpses that are in the background of certain areas. ========================================================= ===========|Differences between Beyond Divinity and Divine Divinity|=========== ========================================================= This is a list of the things I noticed that were different between the games. -You have an actual party now. The addition of the Death Knight (and to a lesser extent, the Summoning Dolls) adds a whole new dynamic to the game. (Especially since its Game Over if only one of you dies...) -New Statistics. There is now Survival (Adds to elemental resistances and regeneration rate) and Speed (raises evasion and... uh... speed) to go along with Strength, Agility, Constitution, and Intelligence. -New Elemental types. Joining the old standbys Fire, Poison, and Spiritual this time is Air, Water, Earth, and the more exotic Ethereal, Shadow, and Bone Elements. -Vitality and Mana regenerate. In Divinity the only way restore Vitality or Mana was to drink a potion or rest. -You need food to be able to rest. -Battlefields. These are randomly generated areas that will give you a chance for more experience and goodies. -A totally redone skill system. Before you can use a skill it must either be found in a Skill Book or purchased from a trainer. You also don’t have to worry as much about wasted skill points, as you can remove unused or weaker skills and get the skill points you spent back. -There are a LOT more puzzles out there this time around. -The difficulty of battles has been bumped up significantly. Most fights will require the use of strategy (GASP!) and tactics (SHOCK!) to win. -Summoning Dolls. When you acquire a Summoning Doll you can use it at any time to summon an extra member to your party. These summoned characters have their own inventories, equipment and statistics. -The Inventory, Equipment, and Statistic windows have all been combined into a single super-window. Although it’s nice to have all of your character information in one place, the window does tend to obscure the screen. -The Crystal Bag. When you find this Bag early in the game you can place crystals inside to raise the resistances of whoever is carrying the bag. -In a bit of a strange design decision, charms and crystals do NOT list what bonuses they give when applied. The only way to figure out what a charm or crystal does now is to apply it and see what changes. (Well, at least you don’t need to waste skill points to be able to apply charms now...) ——————————————————————————————————————————————————————————————————————————————— |||||||||||||||||||||||||||||Character Guide [#003]|||||||||||||||||||||||||||| ——————————————————————————————————————————————————————————————————————————————— It’s a character guide... ========== ===================================|The Hero|================================== ========== This is you, a servant of the Divine One who get captured and bound to a Deathknight for all eternity. Beyond Divinity uses a class-less system, so start by choosing the appearance of your avatar. (These choices are just for aesthetics, so don’t worry about them too much.) After this you need to allocate stat points, you can use one of the templates or allocate them yourself. Now just select a starting skill and your set. ================== ===============================|The Death Knight|============================== ================== Fortunately, the death Knight you have been bonded to isn’t exactly thrilled with the prospect of spending eternity bound to you either. Well, anyways, the Death Knight is more or less created just like the Hero is, but you can’t change his appearance. (...or name) Also, if he selects same starting skill as hero does then you get some bonus skills. When you are playing remember that the ONLY equipment that Death Knight can use are: weapons, amulets, rings, and belts. To compensate for this Death Knight gets a natural armor bonus that increases as he gains levels, but this bonus is usually smaller than what he would get if he could wear a full suit of the best armor available. You want to build Death Knight so he complements Hero’s skills well. So if Hero is a Melee character then have Death Knight be a Mage, and if Hero is an Archer than have Deathknight be a Melee character. ================= ===============================|Summoning Dolls|=============================== ================= Finally, if you find a Summoning Doll in your travels you can use it at any time to summon a temporary party member. These Dolls will function exactly like a third party while they are summoned, with their own inventories, equipment, and statistics. There are four Summoning Dolls scattered throughout the game, one per act. To summon a doll, just click on it in your inventory and the Doll will be summoned. The Doll will stay around until it dies or you leave the area it was summoned in. You can also click on the Doll again to un-summon it if you wish. When Summoning Dolls are killed (or un-summoned, or if it goes too far away from the area where it was summoned) it will suffer a respawn penalty for about 15-30 seconds afterwards. If you summon the Doll before this penalty is up it will have reduced stats. Summoning Dolls do NOT level up like the Hero and Death Knight do, instead you must first spend skill points on the [Summoning Doll>Upgrades>Level Upgrade] skill. Then go to the Doll’s inventory screen and you will see a button next to its level, click on this button to raise the Doll’s level. _____________________________Act I Doll (Skeleton)_____________________________ -Found: Complete the Poisoned Imp quest. Horex will unlock a hatch that has this doll in it. -Starting Stats: -Strength: 2 -Agility: 2 -Constitution: 1 -Intelligence: 2 -Survival: 2 -Speed: 2 ______________________________Act II Doll (Demon)______________________________ -Found: Kill the Spider Queen in the Forest to the northeast of the Imp Village and she will drop this doll. -Starting Stats: -Strength: 16 -Agility: 12 -Constitution: 12 -Intelligence: 6 -Survival: 6 -Speed: 8 -Note: This doll can only equip Amulets, Rings, and Belts. ——————————————————————————————————————————————————————————————————————————————— |||||||||||||||||||||||||||||Battlefields [#004]||||||||||||||||||||||||||||||| ——————————————————————————————————————————————————————————————————————————————— Another new addition to Beyond Divinity is the randomly-generated Battlefields. After you have found a Battlefield Key you can warp to the Battlefield at any time by selecting the “Enter Battlefield” option under Secondary skills. When you enter a Battlefield you will start in a small encampment with merchants that you can sell to. They will also give you some simple quests. (Kill X monster and/or find Y item) -WARNING: There have been reports of a bug that prevents you from leaving a Battlefield. The latest patch will fix this, IF you reload to a save that was made before you encountered this bug. (It won’t fix this if the save was made after you have encountered this bug) -WARNING: The Battlefields are reset whenever you enter a new Act. Anything left behind in the battlefield will be deleted, so make sure you don’t leave anything you want behind when you change Acts. =========================== ==========================|Battlefield Key Locations|========================== =========================== Of course, if you want to be able to do anything in the Battlefields you will need to find the various Battlefield Keys. Each key you find will open a single dungeon in the Battlefield. (...and you won’t be able to even access the Battlefield until you find your first Battlefield Key) Each Key will also unlock all of the previous dungeons in a Battlefield, so don’t worry too much about missing a Key. -Note: You do NOT need to take the keys with you, just clicking on the key once and getting the message that a new Battlefield dungeon has been opened is sufficient. And so, here is the list. _____________________________________Act I_____________________________________ -Level 1 Key: Inside a locked chest in the prison area where you start the game. The key to this chest is found inside the arena on the Prison level. -OR- It is just sitting out there in the open in the room immediately after exiting the Maze level. -Level 2 Key: Inside a small side room in the Deathknight patrol area of the Citadel Training Grounds. The key is hidden behind some debris, so use the Alt key to find it. -Level 3 Key: Inside the east treasure room in Samuel’s Lair. _____________________________________Act II____________________________________ -Level 1 Key: Dropped by a Prison Beast in the Prison where you rescue the Chieftain’s Son. -Level 2 Key: Inside a chest that is in the Pit where you rescued the Female Imp’s Brother. -Level 3 Key: Lying out in the open in the Northwestern Forest. -Level 5 Key: Inside a cocoon to the west of the Spider Queen’s Lair in the Northeastern Forest. -OR- Inside a hidden room in the Lich Cave in the Southwestern Forest. -Level 6 Key: Inside a cave that can be only reached by using your Teleporter Stones in the Southeastern Lava Fields. ——————————————————————————————————————————————————————————————————————————————— |||||||||||||||||||||||||||||||||Skills [#005]||||||||||||||||||||||||||||||||| ——————————————————————————————————————————————————————————————————————————————— ======================== ============================|Alchemy and Enchanting|=========================== ======================== ____________________________________Alchemy____________________________________ The Alchemy skill in Beyond Divinity works differently than it did in Divinity. Rather than drag and dropping Empty Flasks onto mushrooms, you use Alchemy Plants to make potions. Alchemy Plants come in seven different colors: Blue, Green, Grey, Orange, Purple, Red, and Yellow. You also need to have skill points in the [Survival>Alchemy>Extract] skill. To make a potion you need to have the person with the Alchemy skill selected as the leader, (It will only work if the leader is selected) then right click on one of the Alchemy Plants (it doesn’t matter which one) and you will open the Alchemy Laboratory window. Select the strength of the potion, then just select what type of potion you want to make and the potion will be made. The types of alchemy plants that need to make each potion are: -Vitality: Blue + Red -Mana: Green + Purple -Stamina: Orange + Grey -Strength: Blue + Red + Yellow -Agility: Green + Grey + Orange -Constitution: Orange + Purple + Yellow -Intelligence: Green + Grey + Purple -Survival: Blue + Green + Red -Speed: Orange + Grey + Yellow -Note: Making a potion will use up a single Alchemy Plant of each type regardless of the strength of the potion. For this reason you want to make your potions as strong as possible. During your travels you will come across Holy Water now and then, it is also (rarely) sold by the Battlefield merchants. These will allow you to make Permanent potions regardless of your Alchemy level. You still need the proper alchemy plants to do this, and the Holy Water is consumed when you make the potion. Combining Potions ----------------- When you put skill points into the [Survival>Alchemy>Combine] skill ___________________________________Enchanting__________________________________ To enchant a piece of equipment you will need to have some charms and a piece of equipment that can be enchanted. (It will have “Charm Quality: #” in the item description) Unlike in Divine Divinity, you do NOT need to have a skill to be able to apply charms, so you can apply charms as soon as you find some charms. Make sure that the item you want to apply charms is equipped, and then click on the item to open the Charm Window. Make sure the Charm Window is next to the inventory window (so that it doesn’t get obscured when you click on the inventory window) and drag and drop charms from your inventory to the charm window. -WARNING: You can NOT remove charms once they are placed! Charm List ---------- “So, what the heck do these charms do?” For some reason charms in Beyond Divinity don’t list the bonuses they give when applied. To figure out what a charm does look at the name of the charm. The first phrase (and the color) tells the strength of the charm, while the second phrase tells what stat is raised. The chart below tells the effect of every single charm in the game. | Uru | Ser | Min | Pag | Yit | (Green) | (Cobalt) | (Bronze) | (Silver) | (Gold) ----------------|-----------|------------|------------|------------|----------- Umn | +20 | +40 | +60 | +80 | +100 (Vitality) | Vitality | Vitality | Vitality | Vitality | Vitality ----------------|-----------|------------|------------|------------|----------- Iceri | +20 | +40 | +60 | +80 | +100 (Mana) | Mana | Mana | Mana | Mana | Mana ----------------|-----------|------------|------------|------------|----------- Ydra | +1 | +2 | +3 | +4 | +5 (Strength) | Strength | Strength | Strength | Strength | Strength ----------------|-----------|------------|------------|------------|----------- Joph | +1 | +2 | +3 | +4 | +5 (Agility) | Agility | Agility | Agility | Agility | Agility ----------------|-----------|------------|------------|------------|----------- Vorr | +1 | +2 | +3 | +4 | +5 (Constitution) | Con. | Con. | Con. | Con. | Con. ----------------|-----------|------------|------------|------------|----------- Koor | +1 | +2 | +3 | +4 | +5 (Intelligence) | Int. | Int. | Int. | Int. | Int. ----------------|-----------|------------|------------|------------|----------- Zand | +1 | +2 | +3 | +4 | +5 (Survival) | Survival | Survival | Survival | Survival | Survival ----------------|-----------|------------|------------|------------|----------- Ook | +1 | +2 | +3 | +4 | +5 (Regeneration) | Reg. | Reg. | Reg. | Reg. | Reg. ----------------|-----------|------------|------------|------------|----------- Ustr | +1 | +2 | +3 | +4 | +5 (Evasion) | Evasion | Evasion | Evasion | Evasion | Evasion ----------------|-----------|------------|------------|------------|----------- Isos | +5 | +10 | +15 | +20 | +25 (Durability) | Durability| Durability | Durability | Durability | Durability ------------------------------------------------------------------------------- -Note: The Isos charm is different than the other because it will raise the Maximum Durability of the item it is placed rather than giving your character any kind of stat boost. Crystal Bag ----------- The Crystal Bag you find during Act I allows you to place elemental crystals inside that will raise your resistances. The bag can hold up to five crystals at a time, just drag and drop the crystals into the bag and you’re good to go. Since the name of the crystal says what resistance the crystal raises in its name I won’t bother to list them. -Small Crystal: +2 to Resistance -Medium Crystal: +4 to Resistance -Large Crystal: +6 to Resistance -Larger Crystal: +8 to Resistance -Huge Crystal: +12 to Resistance ——————————————————————————————————————————————————————————————————————————————— |||||||||||||||||||||||||||||Hints and Tips [#006]||||||||||||||||||||||||||||| ——————————————————————————————————————————————————————————————————————————————— -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 developers of this game gave you a pause key, USE IT! -Save often, and also keep backup saves. I always try to keep one backup save from the beginning of an Act, (or right at the end of the previous Act) and one save whenever you enter a new area. This reduces the chance of screwing something up and needing to restart. -Keep an eye on the enemy’s resistances. If you don’t seem to be doing any damage to your opponent try switching to a weapon or spell that does a different damage type. (This is why you want to keep a variety of weapon and spell types handy.) -Battlefields are a fantastic source of the holy trinity of RPGs. (money, experience, and STUFF!) Be sure to take the time to clear them out after you unlock them. -Remember that you can unlearn skills. If you are unhappy with how a skill is working or you want to free up skill points for a better skill then you can delete it and get the back the skill points you spent on the skill. (It does cost money to do this, however) -Even if you don’t bother to upgrade your summoning dolls they can still be useful pack mules. (...and if you’re feeling mean, as trap-springers...) -PAY ATTENTION when people are talking. They will often give you clues on what to do next or how to complete a quest. And part of being a good Riftrunner is being able to follow directions. ******************************************************************************* ——————————————————————————————————————————————————————————————————————————————— |||||||||||||||||||||||||||||||Walkthrough [#007]|||||||||||||||||||||||||||||| ——————————————————————————————————————————————————————————————————————————————— Since this game is more linear than Divine Divinity was this walkthrough will be a bit more hand-holding than my Divinity guide was. 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. Also note that whenever I say Death Knight, I mean the Deathknight you have been Soul Forged to, while Deathknight refers any other Deathknight you encounter on your journey. -Note: You will NOT be able to return to an Act after you complete it. Make sure you do whatever you need to do before you move on to a new Act. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ 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. +-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+ ================================================= ===============|Act I: Let’s Blow this Popsicle Stand! [#007.1]|=============== ================================================= Every story needs a beginning, and here’s this story’s beginning. ______________________________Citadel Prison Level_____________________________ You start the game alone inside a prison cell with no items. Just sit tight for a few seconds and Death Knight will come and open your cell and start a conversation where he explains a little about what is going on around here. After you are done talking leave the cell and head south until you find a dead guard. (Presumably killed by Death Knight when he got out of his cell) Take the club lying on the floor (and give it to Hero so he has a weapon) then search his body to find four keys. These keys will unlock some of the prison cells in this area. (but not all of them...) Continue on to the south and west until you find another guard. Kill him and he will drop two keys that will unlock the rest of the cells here. (There is also a locked chest nearby which you won’t be able to open, yet.) If you search the cells in this area you will find: -Far Northeastern Cell: You start the game here. There is a bed to rest in. -Far Eastern Cell: Death Knight’s cell. There’s nothing special here. -Far Southeastern Cell: A Skeleton attacks you when you enter. -Middle Eastern Cell: A Minor Healing Potion is hidden behind some skulls. -Middle Western Cell: A Ghost attacks you here. Open a crack in the wall to find a passage that leads to Edmond. -Far Northwestern Cell: A Mad Prisoner who thinks that you are Demons. -Far Western Cell: A Skeleton and a Bow with some Arrows. -Far Southwestern Cell: Move the Blanket here to find a hole. Go down the hole under the blanket in the Far Southwestern Cell ands follow the passage to the south. Be sure to loot the body of the Dead Imp for a piece of rope. When you reach the end of the passage Death Knight will ask you what you want to do now. Choose to use the rope from the Dead Imp to hang it up and then climb up to a new area. You come out in a small room. In the hallway beyond this room if you go to the north you will find a switch that will open a gate back to the prison area. The door to the east is locked so go south. In this room if you click on the Strange Skull sitting on a table here it will talk to you and ask you to kill Fergus in the next room. Agree to do this (you’re going to have kill him anyways, so why not?) and after killing him return to the skull for some experience and a helmet that increases luck. In the room to the west you will find Fergus yelling at an Imp for letting a prisoner die. (...too soon) When he sees you he will attack you, He can be tricky, as he is rather strong and you are still pretty weak. Unfortunately, there is not much you can do here other than go toe-to-toe with him and hope you can outlast him. After he dies take the Skill Book, ([Warrior>Craftsmanship>Identify>Equipment]) and the key he drops. Examine the painting in this room to open a passage to a room with a chest with a potion that adds a point to your Survival stat permanently, along with a Health and Mana Shrine. (You might also want to grab the barrel of coal that is sitting next to the painting while you are here; you are going to need it later.) Use the key that Fergus dropped to unlock the door to the west. Go to the room with the levers in it. Ignore the lever on the western wall for now and flip the four levers on the northern wall in this order: second from the left, far right, far left, second to the right. This will open the door to the next area. Now flip the lever on the western wall to disable a trap that was in the door you just opened. (Thanks to Wade Heisen for pointing out what the western lever does.) Go through the door you just opened (a trap will be sprung as you enter the door if you didn’t flip the lever on the western wall, so watch out) and continue on to the east until you run into some guards who will lock the door to the east before attacking. After you kill them the door to the east is still locked, so take the key that one of the guards dropped (this key doesn’t work on the eastern door, by the way) and retrace your steps until you reach the room with two locked doors. Use the key to unlock the door to the south and then in the next room flip the right lever to unlock the eastern door. (The left lever unlocks the western door which leads to the kitchen.) Through the door you will run into a group of guards who will attack you. Kill them all and take the key that one of them drops and return to the room with the locked door to the north. Go through the door and follow the hallway, you can open the first two cells with the levers on the wall, the third one is unlocked, (but you get ambushed by a Guard when you enter) and the other three need keys to open. (One is hidden under a barrel, one is dropped by a nearby Guard, and one is found on a table.) Continue on to the Arena, you can fight the spiders (*shudder*) here if you want, or just jump down the Pit to reach the second level of the Citadel. Before you jump, you can take the key you found in one of the spider pens and use it to unlock the treasure chest located in the Prison area where you started the game in to find some minor treasure and a Level 1 Battlefield Key. (You don’t have to backtrack just to get the Battlefield Key if you don’t want to, as you will find another Level 1 key as you progress through the Act.) There is a also a book here that is partially obscured by the Haystack here that is a part of a future quest, so you may want to grab it now to avoid having to backtrack. -Note: Once you jump down the hole you won’t be able to return to this level for a while, so be sure to take care of whatever you need to do before you leave. A Digging Ghost --------------- In the Middle Western Cell in the prison area there are some cracks in the northern wall that you can click on to create a hole. Go through the hole to reach an area with a ghost named Edmond wandering around. Edmond was trying to escape his cell by digging his way out. Unfortunately he died while he was digging, but he doesn’t realize that he is dead. Talk to Edmond and when you tell him he’s dead he will want proof, which you don’t have. You can get him to train you if you want, ([Wizard>Elemental Attack>Focused>Missile] (Level: 5) 10 gold, and [Wizard>Elemental Defense>Individual>Resistance] (Level: 5) 50 gold) then leave the hole. Go to the Middle Eastern Cell and there is a rat inside that Death Knight will arbitrarily attack. After you kill the poor thing it will drop a leg bone, (which is bigger than its body!) take the bone back to Edmond and he will finally realize that he is dead and vanish, leaving behind a Minor Healing Potion. (Be sure to get his training before you show him the bone, as you can’t do it after he vanishes.) The Thirsty Prisoner -------------------- In one of the cells near the arena you will find a Prisoner who is half-dead from thirst. Offer to bring him some water, and then retrace your steps back to the kitchen area. Take the Bottle of Water sitting on one of the tables. (It looks different than the other Bottles of Water out there.) Take this bottle of water back to the prisoner for some experience and a skill book. [Survivor>Traps>Trap Detection] -WARNING: Do NOT drink the Bottle of Water you need to give to the prisoner, as you won’t be able to complete this quest. He won’t take any of the other bottles or mugs of water you find. ______________________________Citadel Lower Levels_____________________________ This is a pretty straight-forward level. Be sure to search the area near where you enter thoroughly, as there is some great stuff here. To the north of the room you start in there is a chest with a Bedroll in it, (the key to this chest is hidden under a pillow on the nearby bed) which lets you rest whenever you use it. To the east of here is a room with a Skill Book ([Wizard>Body Magic>Defensive>Individual]) and some potions in it. In the easternmost room you will find the first Raanaar Language book, and if you move the packages in the northwest corner you will find a hidden lever that will move the giant statue, revealing a hidden passageway. Take the book (which I believe gives +50 max Vitality to whoever takes it) inside the passage and leave. When you’re done here make your way south until you reach the end of this path. Flip the switch here to open the door, then continue on and flip another switch to open the way to the stairs down to the Citadel Maze. You can’t open the door to the east just yet, so we’ll save that for later. There is also a key inside the table (That’s inside the table, not on the table) that will open the door to the nearby training grounds with some enemies to kill and treasure to find. The Poisoned Imp ---------------- Near where you enter this level you will find an Imp named Horex who will beg you to help his brother Odox who has been poisoned. Horex tells you that he needs a tooth of the creature that poisoned Odox to be able to cure him. Horex is also the game’s first (non-battlefield) merchant, so be sure to sell any junk that you have picked up to him. In the center of the map you will find a small room with two exits and two switches on either side. When you flip either lever it will cause one of the doors to open, but will cause the other to close. To get through this room you will have send your characters through one at a time. Start by sending one character into the room while the second operates the lever. Once the first character is through the room have him operate the lever on his side so the second character can get through. Once you are past that mischief, continue on and you will find a locked door in the easternmost room. To unlock this door you will need to extinguish the lit torch to the north of the door. Inside you will be attacked by the “Bony Monster,” (a Giant Spider (*shudder*)) kill it and take the Poisonous Tooth that it drops. Leave this area the same way you came in and return to Horex. He will use the Tooth to cure Odox, then as a reward he will unlock a hatch. Inside the hatch you will find some gold along with your first Summoning Doll. Also, if you talk to Odox he will offer to train you. ([Warrior>Warrior Talents>Feign Death] (Level: 5) 400 Gold, [Summoning Dolls>Upgrades] (Level: 3) 400 gold) __________________________________Citadel Maze_________________________________ When you first enter this level you will have a dialog with the Imp “Adventurer” Taxlehix. Get some training from him ([Survival>Thieving Skills>Pickpocket] (Level: 10) 900 Gold, [Survival>Thieving Skills>Lockpick] (Level: 10) 900 Gold, [Survival>Thieving Skills>Sneak] (Level: 10) 900 gold, [Survival>Thieving Skills>Poison] (Level: 10) 900 gold) then end the conversation and talk to him again. He will offer to play a game with you. Agree to his game and he will give you a riddle, answer “The middle one” for some experience. -Note: Immediately after playing his game Taxlehix will vanish, so be sure to take care of any business with him while you can. When you reach the eastern end of this you will see three exits, take the middle one (The other two have traps in them) and continue on to the hallway. Follow this hallway north (If you take the southern path you will end up at a dead end where you will be ambushed by a pair of Stone Gargoyles) and follow this hallway until you reach to a large room. The door is locked, but the lever to open it is located in the far northeastern corner of the room. Continue on and when you reach a locked door with two levers on the side flip the left one to open the door. Through the door you will find two more levers, flip the right one this time to open the next door. Go through the door and enter the portal here. You come out in a wooded area with a single building in the center. Before you can do anything a woman will come up and talk to you. After she is done talking take a look around if you want, then follow her inside the building and you will be ambushed by a group of skeletons. Kill them all, but keep in mind that the instant you strike the final blow you will be teleported to a new area. (So if you want to grab any loot you will have to leave a skeleton alive.) You end up in a very small room. There is not much to do here other than rest in one of the beds here and grab the hidden Yit-Iceri charm then flip the lever on the west wall to open the door to another portal. You are teleported to a small hallway. Follow this hallway to the north and west until you come to a room with a Skeleton Boss who after a brief conversation will attack you. After you kill him continue on until you enter a room where the door behind you will lock, trapping you inside while the room starts to fill with poisonous gas. (Fortunately, the gas doesn’t do a lot of damage.) Press up against the southern wall until you find an illusionary section of wall that you can pass through. Go through the illusionary wall and flip the lever here to turn off the gas and open the locked doors. (Also, if you break one of the poison barrels in the northeast corner of this room your character will actually get sick and start to vomit! Useless, but cool.) Continue on and follow the hallway until you reach the end. Here you will find the (blocked) exit surrounded by several Chained Skeletons. Talk to one of the Chained Skeletons and when you are given a dialog choice, choose to insult and threaten them and they will open the exit for you. When you go through the exit you come to a small room with a large book on a pedestal and another Level 1 Battlefield Key. Read the book if you want and then go up the stairs and you will reach another small room with six smaller side rooms and a statue blocking the stairs. To continue on you need to flip the levers in each of the six side rooms. If you flip the levers in this order: Northeast, East, Southeast, Southwest, West, and Northwest (basically, clockwise from the statue that blocks the stairs) you will cause the boulder in the center of the main room to vanish, revealing a hidden passageway. The passageway leads to a small room with several treasure chests and a lever that will cause the Statue blocking the way to disappear. (Thanks to Wade Heisen for the proper sequence) If you flip the switches in the incorrect order you will be ambushed by a Stone Gargoyle every time you flip a switch, and the statue will turn into an Earth Elemental and attack when all six are flipped. Take the now unblocked stairs up and you will come to yet another small room. Take the Crystal Bag here and then the center Key (if you take either of the other keys you will be attacked by a Stone Gargoyle) and a Teleport Stone (Which you can’t take with you, by the way...) will appear. Click on the Teleport Stone and you will be warped all the way back to the Citadel Lower Levels. You are teleported near where you entered the Citadel Maze. Use the key you just grabbed to open the door that you couldn’t before. Through the door are the stairs up to the Citadel Prison. Here you can flip a lever that will unlock the door that those guards blocked so long ago and allow you to access the prison level again. Climb the stairs up to reach the Citadel Training Grounds. ____________________________Citadel Training Grounds___________________________ When you first enter this level you will be attacked by a guard. Kill him and Death Knight will explain that it would be a good idea to avoid combat here. He will also give directions to some of the more important places on this level. -Note: Be sure to keep the Citadel Guard armor that this guy will (probably) drop. If you wear this armor then most guards on this level won’t attack you. This walkthrough will assume that you are wearing Citadel Guard armor for this next section. When you enter the hallway to the west Death Knight will warn you that you are entering a Deathknight Patrol area. As you go through this area you will be randomly attacked by a Deathknight Patrollers. This isn’t quite as dire as Death Knight makes it out to be, because although they are rather strong, they will only come at you one at a time so you should be able to handle them. If you use the Sneak skill in this area you will avoid being attacked. Death Knight will warn you every time you enter/leave the Deathknight Patrol area. Follow the hallway west, then take the first path north, and take the first path east. Duck into the small side room here, you are safe from the Deathknight patrols here and there is the Level 2 Battlefield Key buried under some debris. (Use the Alt key to find it.) Continue on to the north until you reach another side room, this one has three levers on the northern wall, flip the right, left, and then the center levers in that order to open the locked door up ahead. Continue on to the east and through the door you just opened to leave the Deathknight Patrol area. There are a couple of things to do here. First you can talk to the Military Instructor to get some (slightly skewed) information on the Raanaar, (Who he calls Riftrunners) and get some training. ([Warrior>Defensive Specialties>] (Level: 5) 210 gold) Then go to the Weapons Officer to “rent” some equipment (you can’t get all that wonderful loot he has piled up in the back of the room, sorry) and get some more training. ([Warrior>Craftsmanship>Repair] (Level: 5) 300 gold, [Warrior>Craftsmanship>Sharpen Weapon] (Level: 5) 300 gold, [Warrior>Craftsmanship>Recover Arrows] (Level: 5) 300 gold, [Warrior>Craftsmanship>Identify] (Level: 5) 300 gold) Finally, in the southern room you will see an Altar with four Scribe Scrolls arranged around it. Click on all four (and ignore Death Knight’s protests) and you will release a Ghost who will attack. (There might be more to this, but I don’t know) When you are done here retrace your steps back to the room with the Battlefield key. Go west from here this time take the western route to reach the main training ground. As you wander around here you will be stopped by a Drill Instructor who will ask who recruited you. Answer “Chaos led me,” (If you choose any of the other responses he will attack) and you can also get him to train you if you want. ([Warrior>Melee Specialties>Two Handed>Slashing] (Level: 5) 500 gold, [Warrior>Melee Specialties>Two Handed>Piercing] (Level: 5) 500 gold, [Warrior>Melee Specialties>Two Handed>Crushing] (Level: 5) 500 gold) Go to the far northeastern corner of this room and flip a lever to open a door to the east that leads to the area with the infirmary. (You could have reached this area by taking the northern route in the Deathknight Patrol area, but this door can’t be opened from the other side, so you would have had to come back through the Patrol area to continue on.) To open the door to the west you will have to flip the four levers that are each located in small rooms at each of the four corners of this area. When they are flipped each lever will say a single word. Start with the lever in the northwestern room, (“Beware”) then the one in the southwestern room, (“Of”) next go to the one in the northeastern, (“The”) and finally the one in the southeastern room. (“Traps”) Go through the newly opened door to the west (There several rather nasty traps in this hallway, so tread carefully) until you reach another room. When you enter the center area here one of the soldiers will recognize you and attack. Kill the Lieutenant and his flunkies and the key that they drop. Use the key to open a locked door and flip the lever there to open a passage to the east. When you go through the passage you just opened you will be stopped by a guard who will attack. You come to a room with five levers in it. If you flip the far right switch you will be attacked by a Stone Gargoyle, so leave that one alone while you flip each of the other four levers twice to unlock a door to the west. Go back to the room you came from and continue on to the west and you will be stopped by another guard who will attack. Kill him and open the door you just unlocked to reach the stairs that lead up to the Citadel Barracks. The Parcours ------------ In one of the side rooms in the Deathknight Patrol area you will find a Hiding Soldier who will babble something about the Parcours before attacking you. After he is dead Death Knight will tell you a bit about these Parcours, it is a trap-filled maze that soldiers are thrown into as punishment, but sometimes they can try to make through for a prize if they are successful. Continue on to the main training grounds and talk to Laurel, he will offer you a chance to run through the Parcours. Say you will try and he will open a nearby door, go through it to enter the Parcours. Despite what you might have heard about this place it’s not that dangerous, you just have to keep an eye on your health and you should make it through just fine. When you make it out talk to Laurel again for some experience and gold. The Archery Champion -------------------- In the southwestern part of the main training area you will come across the Archery Champion boasting about his l33t archery skillz. After he is done talk to Rupert and he will tell you that he thinks that the Archery Champion is cheating but he can’t prove it. Agree to help him out then talk to the Imp standing next the Archery targets. Accuse him of helping the Archery Champion and when he denies it, threaten to tell his master and he will admit to moving the targets. Go back to Rupert and tell him about the imp for experience and some money. You can also get training from Rupert. ([Warrior>Ranged Specialties>Bow] (Level: 5) 300 gold) -Note: After getting the Imp to confess you could instead go to the Archery champion and blackmail him into giving you some money. This will also complete the quest. Repossession ------------ Talk to the merchant who is located next to the Infirmary and he will ask you to help him out. Of course he won’t tell you exactly what he wants you to do until you agree to help him. He wants you to get back a book he sold to General Bram. Go up to the Citadel Barracks and near the entrance to Samuel’s Lair you will find Kegan who is guarding the door to Bram’s Quarters. He won’t let you pass, but he does mention something about bringing him some White Rum. You can find some White Rum in the room near the Recruit’s Bunks, where you solved the chess puzzle. Take the rum back to Kegan and he will drop the key |
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