Divine Divinity Walkthrough :
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Walkthrough - FAQ/Walkthrough_______________________________ | Divine Divinity Walkthrough | | By: JaggedJim | | Date: May 15, 2004 | | Version: 2.2 | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ 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. _______________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ——————————————————————————————————————————————————————————————————————————————— |||||||||||||||||||||||||||||||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, |
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Another Divine Divinity Walkthrough :
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