Divine Divinity – Walkthrough

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Steves Guide to Divine Divinity ================================ (A Divine Divinity walkthrough) Last updated: 16th April, 2003 Introduction ============ Divine Divinity is a classic fantasy RPG, with a great soundtrack and a fair dose of humour thrown in. Fighting-wise it plays something like Diablo, and quest-wise something like Baldurs Gate. You wont be finishing it in a hurry either. My first run through took me nearly 100 hours! Conventions =========== Once again, Ive chosen to eschew that handy yet game spoiling Table of Contents. OK, so this Guide is loaded with outright spoilers anyway, but I try not to ruin all the fun right up front by providing you with a listing of all the important locations you will visit. If youre looking for references to a particular location, person, weapon, etc., then just search for it in your browser. Directions are given assuming that the top of your screen is north, and the longer direction names are abbreviated, like SW for southwest. Tips ==== Before you even THINK about starting to play, download and apply the latest hot fix (version 1.0032 at the time of writing), which may be obtained here on the official Divine Divinity site: You can play as either a Warrior, Survivor (cross between a rogue and a thief), or a Wizard. Since you can freely choose skills from any class, I would recommend that you play as a Warrior the first time through, making use of Wizard spells like Freeze to augment your combat abilities, and Survivor skills like Lockpick to get you past locked doors and chests. As with most RPGs, playing as a pure Wizard is the hardest, especially in the early stages of the game when your character is relatively weak. Anyway, its your call. Being able to choose skills from other classes means that you can build literally any kind of character you please! Save your game before talking to each shopkeeper for the very first time, or before opening a locked cupboard or chest. Reason being… the items youll buy or find are RANDOMLY GENERATED each time. Those of you with much patience can keep reloading until you get the items you want! And you should also save the game before you have shopkeepers identify items for you. An item is usually worth more after its identified, but if its not worth more than the cost of identification, you just lost some money 🙁 Remember to save after every battle, or even partway through a really tough one when youve made significant progress. Theres nothing worse than traversing a large area, fighting five tough battles along the way, then having to do it all over again because you got killed in the sixth battle without having a prior save! There are a few killer skills in this game, that make it possible to defeat even the toughest creatures. You would be well advised to have at least one of them in your repertoire, though using them too often can make the game too easy: * Freeze – immobilises your enemies for 3 seconds per level of the spell. * Poison Weapon – poison on a weapon gets them every time with only a few blows. * Deadly Gift – a single death scorpion released from a scorpion trap can take out nearly anything that moves. Its not immediately obvious how to pick up or drop a partial amount of items that are stacked. For instance, say you have 12 scorpion traps together in your inventory, and you want to drop 6 of them to lighten your load. What you do is: drag them out of your inventory, then before you drop them on the ground, hold down the Ctrl key. When you then drop them, you will get a panel allowing you to select just how how many you want to drop. Of course, the process works the same for picking things up: hold down the Ctrl key while dragging the items into your inventory. Its also not obvious how to use scorpion traps and trail bombs. You first need to take at least one level of the Survivor skill Deadly Gift. Then when you select that skill and right-click, youll get a choice of which type of item to use (based on whats currently in your inventory). Click on the item type to use, then the next time you right-click, an item of the type you chose will be deployed. Another skill worth having is the Warriors Enchant Weapon skill. Once you have at least one level of this skill, when you click on an equipped weapon or piece of armour that can be charmed, youll see how many free charm slots that item has. You can then drag charms from your inventory into a free charm slot. Be careful about applying powerful charms to not particularly powerful items that you are likely to ditch later on, because theres no way to reclaim the charms from items you no longer have equipped. Even though there is a specialised Survivor skill that you can use to poison arrows, you can also just as easily use the Poison Weapon skill to poison any bow or crossbow! Its handy to have a decent ranged weapon early on in the game for taking on enemies that can kill you with a single blow should they get too close. You need at least 2 levels of Alchemy skill before you can drop flasks onto mushrooms to make potions. Alchemy is a skill well worth having, as it saves you having to buy potions all the time. Make an effort to find the various teleporters scattered throughout the land, and the scrolls that activate those that belong to each race. The teleporter I used most was the one behind the Ars Magicana shop, as there are several nice shops in that immediate area that you can use to identify and trade valuable items that you find. Early on in the game, a wizard will give you a map of the teleporters. Study it carefully, because it gives you a very good idea of the layout of the entire kingdom. Dont worry though. Ill tell you where you can find the activation scrolls for each races teleporters, and will also provide the locations of the most important teleporters 🙂 You should use the blue flags to mark places of interest, especially in the first village until you get used to finding your way around. Also useful in dungeons for marking exits from each level, etc. Be sure to make use of the mini-map too. Stick it in any corner of your screen, and it will alert you to approaching monsters, as well as helping you to run quickly through areas that youve already visited. Well, thats probably enough of the up-front stuff for now. Bring on the demons! Aleroth ======= You find yourself next to a bed in someones basement. Youll be coming back here a lot to rest, a much more economical way to restore health and mana than by quaffing potions! Pick up the Minor Health Potion from the table to your right, then go upstairs and grab the Worn Dirk off the table. Theres also a Minor Health Potion on a table in the room to the east. When you walk into the room to the west, Joram, one of the Aleroth healers, starts speaking to you. If you pursue all the conversation paths, youll get Quest 1 below. In the graveyard in the north part of Aleroth, theres a grave with a bronze key on it. This key opens the house just NE of Jorams. Move the boxes there to reveal a hatch. In the cellar, when you approach the locked vase in the centre, Jake the zombie (yup, that was his grave) will appear. I managed to kill him with a high level 2 character using a dirk that gave me Assassins Kiss. If you can do this, its worth a whole lot of XP and will take you nearly to level 4! Good luck. You can always wait till a little later on to tackle Jake if hes too tough for you now. Theres a locked house all the way in the NE part of Aleroth. The door is on the east side. The key is in a barrel next to the door. You can sleep in the bed there, but why bother as youve already got the use of the one in Jorams cellar? You can gain entrance to the cellar here through a hatch. Just a few barrels down there. I happened to find some scorpion traps in one. When you first attempt to leave Aleroth, Seth will stop you. See Quest 11 below. Quests —— 1. Restore Mardaneus sanity – 11000 XP and Reputation +3. You get this quest by talking to Joram at the very start of the game. It seems that the healer Mardaneus may have been possessed by a demon. Indeed, as soon as you exit Jorams house, you witness a cut scene between Lanilor, another of the healers, and Mardaneus, who does seem to be spouting some strange dialogue. So, head SW and witness another scene whereby Mardaneus mistakes Lanilor for a demon and casts Freeze on the poor blighter. You now have Quest 2 as well. 2. Rescue Lanilor the elf from his icy prison – 1000 XP. Mardaneus has barred his front door, and rest assured your Lockpick skills are too lacking at this stage to open it. However, if you enter the wooden well to the east of Mardaneus house, you gain entrance to his basement. On a wooden box to the south is a bronze key that gets you past the locked door further to the south. Just head SW then, and up the ladder into Mardaneus house. Speak with him, and its easier than you think to convince him to reverse the spell on Lanilor. When you speak to Lanilor after hes unfrozen, hell tell you that he feels the secret to Mardaneus sanity most likely lies in the catacombs beneath Aleroth (and thus you receive Quest 3). After completing this quest, you have the run of Mardaneus house. Theres a key on the floor of his front room. It unlocks the chest in the back room, which usually contains a decent weapon or piece of armour. 3. Unlock the entrance to the catacombs beneath Aleroth – 1000 XP. The entrance to the catacombs is in the very centre of Aleroth. Lanilor told you what to do, but you could easily figure out that you need to rotate all 4 dragon statues to the north just by playing with them, because they click into place. I wouldnt venture down here until youre at least a level 2 character with the best armour and weapon (or spell) you can arm. And it also helps to have one of Lanilors teleporter pyramids (see Quest 4) with you, the other right near the bed in Jorams basement. You should also probably complete Quests 6 and 7, which gives you level 1 Restoration. Anyway, once you decide to venture into the catacombs… Catacombs level 1 Immediately you enter, to the south, youll find a book left by Mardaneus within a pentagram of candles warning you not to go into the catacombs. Sure thing! On the wall to the north there is a lever that opens the locked door to the east. Keep wandering until you find another lever that takes you through another locked door (theres a locked door before that you will need a special key to get through). Then you get to fight your first skeletons. Next youll find a blue magic orb, and then a sapphire key (this gets you through that door you couldnt unlock earlier, but theres really no need to go back there). Keep on wandering until you have found 3 magic orbs. Finally, youll come to a room containing another pentagram of candles. Lighting the candles summons a skeletal warrior, not too tough to defeat. Theres a locked door to the west here, opened by a lever on the north wall. At the end of a corridor after this door, youll encounter a party of orcs. Talk to their leader, Smiruk, to obtain Quest 8. From there, continue south. All the way in the SW part of this level you will find a large female statue with a book lodged behind it. Read the sad story of Gregar Brock. Lighting the candle there will summon Gregar, and he makes a tenacious fighting companion with a lot of vitality to spare. Dont take him above ground though, or he will instantly perish (thankfully, above ground does not include your bed in Jorams cellar, where you can teleport to for occasional rest even with Gregar in your company). In a room to the north of where you found Gregar, theres a room containing 3 pentagrams. A manuscript there from the evil Thelyron tells you what must be done. Place each of the magic orbs you found in the centre of a pentagram, and a portal opens up! Going through the portal gets you past a locked door into the next room. There are 2 stairways there. The one leading up takes you back outside, and you dont want to go there yet. So, take the stairway that leads down to… Catacombs level 2 On this level, the monsters get a bit tougher 🙁 There are quite a few axes lying around with ID level 2, but none of these is Slasher. However, there are two small rooms to the north of this level. The one to the east has a floor tile in it leads you to Slasher (the broad axe in a room to the SE that needs ID level 4), but you have to get past a tough skeletal guardian first. Take Slasher back to Smiruk, but MAKE SURE you dont have any other axes that you want to keep with you because he takes all of them! Hell identify Slasher for you using a very novel Identify technique 🙂 This completes Quest 8. Of course, you could always hold onto Slasher instead, but it would be quite a while before youd be able to wield it. Having it identified by a shopkeeper and then selling it would be a better option. When youre ready to leave this level, the entrance to the next level is in a room to the NW. Catacombs level 3 Well, the book inside the pentagram here says it all. Youll need to open the 4 outer tombs before you can open the 2 inner ones. Opening each outer tomb unleashes quite a few skeletal warriors, and a tough skeletal conjurer, guardian, or a ghoul, so be prepared. Actually, you can only open ONE of the inner tombs after youve got the 4 outer ones open, and it may be either the left one or the right one (both still register as locked even after youve opened the 4 tombs). This had me confused for quite a while. But either one takes you down to the next level, and thats the important thing. Catacombs level 4 This is another sprawling level with little of interest, except to the far SE theres a lever that unlocks a door which leads to… the room where Lanilors lost teleporter pyramid is/was. Kill all the skeletal warriors and then retrieve the pyramid from the room in the NE of this area, if you dont already have the thing. Theres also a portal stone here which takes you back to Mardaneus basement, but that would only have been useful to you earlier on. In any case, the stairway down to the next level of the catacombs is in a room to the west of here. Catacombs level 5 Yes, this is one HECK of a big dungeon. In the four corners of this level are sets of pedestals, each with a floor tile in the centre. Through each floor tile is a small room containing a tough monster. I used the skill Deadly Gift to release a death scorpion to take on the 2 toughest ones. Worth a lot of XP and treasure. In the one to the SE, I found a Dragon Amulet amongst some cobwebs. I thought this amulet might be the first piece of the fabled Dragon Armor set. But alas, when identified, it turned out to be an Amulet of Glory. Very valuable nonetheless… The large room in the centre of the level contains the reason you came all this way. As soon as you enter, a friendly skeleton engages you in conversation, and explains how they have been trying to resurrect their dead master for ages, with no success. Of course, this is Thelyron hes talking about, the necromancer whose journals youve been finding all over the place. As he demonstrates the ritual theyve been performing, its plain to see that the skeleton at the NW lever has… abandoned his post. Up to you to take his place then, and thus you get Quest 9. Once youve resurrected Thelyron, go talk to him. At first he seems friendly enough for a deadly necromancer, but then he suddenly freaks out when he realises that life as a resurrected zombie is really not all its cracked up to be. He asks you to kill him, and you have no choice. As soon as your character does this, all hell breaks loose. Again, I found that releasing a death scorpion or 2 at least keeps the tougher monsters that appear at bay while you pick apart the easier ones. Alternatively, you can just run straight out of the room the way you came in. Mardaneus appears then, and all the creatures die instantly, but you dont get any of the XP for killing them that way (you also lose out on 2000 bonus quest XP, and a Reputation point). In either case, a portal appears when you leave the room, and you can take it back to Aleroth. But make sure to go back and pick up all the loot first. Youve just solved Quest 1, and so long Gregar Brock if he made it this far! 4. Find the second teleporter pyramid – 1500 XP. As soon as you open the entrance to the catacombs, Lanilor approaches and hands you a curious artefact. Now… I recommend dropping the pyramid he gives you right there, and going after the other one straight away. To do this, use Browse skills/Drop and use pyramid. You wind up in the midst of a few skeletons, but you can always teleport straight back, right? As soon as you arrive in the room with the skeletons, click and hold on the stone there and drag it into your inventory. Then run over to the east a few paces, hit the space bar to give yourself a breather, then Browse skills/Use pyramid. Voila! Right back where you started with both pyramids and 1500 easy XP 🙂 5. Collect herbs for George – 500 XP. Georges shop is located in the SE part of Aleroth. After the initial conversation, hell ask you to fetch some drudanae for him. When he goes into the next room to show you, follow him in, then quickly exit and pilfer all the items from his shop. The key on top of the cabinet that is in the north part of the room unlocks the chest. If you get this right, George will not get angry with you, and youve just acquired a whole lot of stuff on the cheap, most notably some Chain Armor. Then head over to Lanilor (west of Jorams), and ask his permission to take some herbs from his garden, which is west of his house. When you return to George with the drudanae, hes got the door to the next room locked, but you can get in there later on… 6. Find a cure for Verlat – 1500 XP and Reputation +1. Otho the dwarf healers house is just to the north of Lanilors. If you keep quizzing him about The Source, hell tell you of the dilemma whereby the lizard healer Goemoe only has one healing stone left in his shrine, but there are two wounded soldiers needing a cure. Verlat is Othos patient, but he wont tell you where Goemoes shrine is because hes afraid youll only save one of the soldiers. Anyway, head for Goemoes house, which is to the north of Georges place. Speak to him and youll get Quest 7. 7. Find a cure for Simon – 1500 XP, Reputation +1, and level 1 Restoration! Hmm. What can you do with only one healing gem? Well… in the house to the north of Jorams, youll find a magic mirror sitting there. A book next to the mirror explains how to use it. Great, just what we need! So, go to the healing shrine located just to the north of Goemoes house and take the one remaining healing gem. Then, stand in the middle of the pond that is just to the south of Goemoes house, drop the magic mirror in, followed by the gem, and then fish out two gems (the original plus the duplicate). Then go back to Othos house and give one of the healing gems to Verlat in the back room (this completes Quest 6). Then head back to Goemoes and give the other healing gem to Simon. Talk to Goemoe afterwards, and hell teach you the Restoration spell as a reward. 8. Retrieve the magic axe called Slasher – 3500 XP. On level 1 of the catacombs, you encounter Smiruk and his party of orcs. His magic axe, Slasher, is lost somewhere in the catacombs. Must keep an eye out for it in our travels… 9. Help the dead necromancer – 3500 XP. You get this quest by speaking to the friendly skeleton in level 5 of the catacombs. Just take your post at the lever in the NW corner, and the ritual to resurrect Thelyron will begin. When its your turn, hit the lever and… that was easy! I wonder how long those poor fools had been trying to raise the old guy. 10. George murdered! Expose Georges murderer – 54000 XP and Restoration +1. When you return to Georges shop after completing Quest 1, youll find that someone has murdered poor George. You get this quest by speaking to Mardaneus after you discover Georges body. This one could take a while to solve… meanwhile, you can use one of the keys found by Georges body to enter his locked room. Moving the pillow reveals a composite key, which opens the locked chest there. Eventually, youll have both the requisite stats and the oportunity to avenge the murder of George. It happens in Verdistis, in the cellar of Pierces Wine Barrel, on the east side of the town… once youve killed Georges murderer, return to Mardaneus in Aleroth to collect your reward. 11. Find a solution to the plague problem in Rivertown – 20000 XP and Reputation +1. Once you go outside the gates of Aleroth (to the south), the warrior Seth will shepherd you back inside and you get this quest. Speak to Mardaneus again, and you will get Quest 12. 12. An escort for the healers – 13000 XP. Go back and talk to Seth again, and he will tell you to seek out General Alix in the Rivertown barracks to arrange an escort. So, head straight south along the path towards Rivertown… once youve gone a fair ways south, youll be accosted by a dragon rider. No matter what course of action you take, youre dead in short order. But fear not, the game shall not end so quickly. Salvation is there in the form of the wizard Zandalor, who vanquishes your foe, and is also there to resurrect you. Zandalor puts the Dwarven Bread Inn on your map (where youre to rendezvous with him and the other Marked Ones), gives you a map of the teleporters (very useful! Study it), and the scroll of the teleporters of the mages to get you started. Youve also just received Quests 13 and 14. From there, keep heading south until you find a bridge with a few soldiers fighting some trolls on it. Help them out. Once over the bridge, youre in Rivertown. From there, you might want to seek out General Alix. Just have a good look at the red flags on your world map, and youll see the barracks where General Alix is stationed to the SE. The building where she is located is in the north part of the barracks. Talk to her, and she will agree to send a party to escort the healers. Youll also get Rivertown Quest 4 from Alix. 13. Find the teleporter activation scrolls – speedy travel. Zandalor has given you a map showing the locations of all the teleporters. When you hover your cursor over one on the map, it shows you which race built that teleporter, and thus which scroll you need to activate it. So far, using the scroll of the mages that Zandalor gave you, its only possible to use the teleporter located just outside the gates of Aleroth, to the west. Heres where and how to find the other scrolls: * Captain Mitox (see Rivertown Quest 4) has the teleporter scroll of the humans. * The teleporter scroll of the dwarves is in the possession of a dwarf named Krasnegar, who is normally in a back room of the Dwarven Bread Inn. If you politely refuse his offer of gemstones, he walks out and leaves the scroll on the table… I say normally, because once I was fighting orcs right outside the Inn, and Krasnegar came out to help. In that case, he said he was on his way to deliver the scroll to the dwarven village of Glenborus. However, if you then go into the back room of the Dwarven Bread Inn, the scroll is still there on the table! Oh well, I guess hes just a forgetful little guy. * After youve found an escort for the healers, theyll all be staying at the Blue Boar Inn for the remainder of the game. Goemoe is in one of the rooms there, and if you approach him inquiring if he knows anything about the lizards teleporter scroll, hell admit to having it. Once you tell him that Zandalor gave you the scroll of the mages, hell trust you enough to hand over the scroll of the lizards! * Elredor in the archers guild (far SW of Rivertown) will give you the teleporter scroll of the elves. Just talk to him. * The teleporter scroll of the orcs is a bit difficult to come by. You must enter the tent just to the north of the jail pits, all the way in the SE of orc territory (the SE section of the Rivertown area). Once you kill him, the orc chief, Baluk, coughs up a platinum key that you can use to progressively open all the chests in that tent until you get to the one with the teleporter scroll in it. Alternatively, once you have Lockpick level 3, you can just lockpick the chest in the NE corner of the tent. * The teleporter scroll of the imps is located in the dungeon underneath the imps deserted castle. See Dark Forest Quest 6. 14. Meet the wizard Zandalor at the Dwarven Bread Inn – failed to complete. Locate the Dwarven Bread Inn on you map (just to the SE of Stormfist Castle) and head there. Note one of the dwarves teleporters located just to the NW of the inn. You meet another Marked One named Wouter in the back toom. He tells you that Zandalor has gone to Stormfist Castle to find the third Marked One. Dont worry that you have apparently failed this quest, as it was impossible to complete. Its just a plot device. However, you now have Rivertown Quest 2 to contend with… Rivertown ========= This is an enormous area, just over the bridge from Aleroth. You will be here for a large portion of the game. In the farmlands part of Rivertown (west side), you will find many bundles of straw. Two of these can be employed to make a bed. Just click on one thats lying flat on the ground, and it will spread out to make half a bed. Then drop another bundle onto it, and… hay presto, a place to sleep! (sorry, couldnt resist that pun 🙂 You can carry around two bundles of straw, ready to make a bed at any time, but they are quite heavy. For the moment, you have the teleporter pyramids anyway, but later on these will become unavailable and its handy knowing how to make a bed then. In the farmlands area, SW of the Blue Boar Inn, theres a thugs hideout. The leader is pretty tough to knock off, but he coughs up a key when he dies, and the locked chest it opens contains 1900+ gold coins, and a few potions. Just to the NW of the Blue Boar Inn, in the SE corner of a field, youll find the farmlands teleporter concealed amongst some bundles of straw. There is a cathedral immediately to the north of the cursed abbey. As soon as you enter, you get quest 26 below. Quests —— 1. Deal with the Trolls – 17500 XP, Reputation +3, and 1300+ gold coins. Talk to Homer, who is standing outside his farmhouse just to the SE of the bridge between Aleroth and Rivertown. It would appear the troll lair is back across the bridge and to the SW. Indeed, there is a cave there. Youd want to be at least level 10 with a good weapon and/or spell(s) available before taking on the pack of trolls! I found Poison Weapon to be quite effective. After youve slain all the trolls, a composite key that you find gets you into a locked chest in the south part of the cave that contains 1200+ gold coins. When you return to Homer to let him know that youve taken care of the trolls, hell give you another 100 gold coins. 2. Find Zandalor – see Quest 24. When you meet Wouter at the Dwarven Bread Inn, he tells you that Zandalor has gone to Stormfist Castle. So head on over there and speak with the captain of the guard. Hmm. Seems you need to doing something heroic in order to gain entry. Youve just been given Quest 3. And it will be quite a while indeed before you can manage to find our good friend Zandalor… 3. Enter Stormfist Castle – Quest 17. South of the entrance to Stormfist Castle, youll find the watch headquarters. Speak to Commander Ralph there, and it would seem you have 3 options for gaining entrance to Stormfist Castle: 1. Find out who murdered the duke. See Quest 13. 2. Find out what is causing the Rivertown plague. See Quest 9. 3. Help the army to defeat the invading orcs. You accomplish this by completing Quests 6, 7, and 8. Completing any one of the above tasks will get you an invitation to the castle. 4. Contact Captain Mitox – 9000 XP. General Alix gives you a sealed message to deliver to Captain Mitox, whos stationed in the village to the SE of here (hes usually inside the general store, or in that vicinity). Of course, you can open the message and gain a possibly valuable piece of information from it, but then Captain Mitox will know youve read it and will be quite angry with you. However, if you agree to take on Quests 6 for him, hell get over it. Ill leave it up to you. You still get the same amount of XP for delivering the message whether you open it or not. Mitox also hands you the scroll for the human teleporters! If you approach the village along the road that runs south from the barracks, you should bump into a poor villager. For a few gold coins, hell tell you his story, and put the entrance to a secret mining shaft that runs under the orc camp on your map. A very handy thing to know. 5. Gareths feign death potion – 20000 XP and key to weapons room of the barracks. Gareth is standing just outside the armoury, in the SW part of the barracks. He wants you to find him a feign death potion so that he can get out of the army. Another thing to be on the lookout for. See Quest 26 below for the solution. 6. Ravage the supply train – 15000 XP and Reputation +3. You must complete Quest 4 first. Then Captain Mitox marks the location of the orc supply train on your map, and gives you a barrel of explosives. Id suggest using the mining shaft to get there. The hatch entrance to the shaft is located in a building just to the SW of the general store. Head to the east, and then south. Youll likely encounter your first giant orc down here. These suckers are tough. But I found that a combination of Freeze and Poison Weapon did the job nicely. Once you exit the shaft via the SE exit, youll find yourself right in the midst of some heavy orcs, but all you need do is run over a very short distance to the east where the supply train is, and drop the explosives that Mitox g

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