Divine Divinity Walkthrough
Introduction
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 — but with a few noticeable differences. (Most notably 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 kill monsters. Instead of towns being merely a place to heal wounds and buy equipment, they are full of NPCs who will give you quests, give you hints, or just share some gossip.
Character Guide
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.
The four statistics in Divine Divinity (Strength, Agility, Constitution, and Intelligence) affect your character in several different ways.
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 can be determined by this formula: [(Character Modifier) x (Con/Int)] + Item Bonuses.
Survivors
Survivors are your basic thief-types of Divine Divinity. They 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.
- Stats: Strength 10 / Agility 15 / Constitution 10 / Intelligence 10
- Vitality: 5 × Constitution Mana: 4 × Intelligence
- Damage: 0.14 × Strength Offense: (0.7 × Agility) − 1 Defense: 0.8 × Agility
- Starting Skills (Male): Assassin's Kiss, Trader's Tongue
- Starting Skills (Female): Identify, Lockpick
- Special Move: Sneaking — Your character crouches and attempts to hide from enemies, draining Stamina while active.
Warriors
Your basic "Might makes Right" fighters — fantastic Health but very little Mana. Best choice for beginners, as they take a lot of abuse and dish out punishment just as well.
- Stats: Strength 15 / Agility 10 / Constitution 10 / Intelligence 10
- Vitality: 6 × Constitution Mana: 3 × Intelligence
- Damage: 0.4 × Strength Offense: 0.8 × Agility Defense: (0.7 × Agility) − 1
- Starting Skills (Male): Augment Damage, Sword Expertise
- Starting Skills (Female): Elven Sight, Repair
- Special Move: Swirl Attack — A spinning slash hitting all nearby enemies. Costs 1,500 Stamina. Very effective against groups.
Wizards
Fantastic Mana reserves but VERY fragile. There is a reason both male and female Mages start with Meteorstrike — it will likely carry your character through the first half of the game. Keep these guys out of the fray.
- Stats: Strength 10 / Agility 10 / Constitution 10 / Intelligence 15
- Vitality: 4 × Constitution Mana: 6 × Intelligence
- Damage: 0.1 × Strength Offense: (0.7 × Agility) − 1 Defense: (0.7 × Agility) − 1
- Starting Skills (Male): Summon Vermin, Meteorstrike
- Starting Skills (Female): Meteorstrike, Bless
- Special Move: Swap Location — Switches locations with a targeted creature. Costs 1,500 Stamina. Can easily warp you into a mob, so use with caution.
Teleportation Scrolls
A list of where to find the scrolls needed to activate the Teleporters scattered around Rivellon.
- Mage Scroll: Zandalor gives you this when you first meet him.
- Human Scroll: Captain Mitox gives it when you sign up to fight the Orcs — or find it in the library on the lower level of the Cursed Abbey.
- Dwarf Scroll: In the Dwarven Bread Inn, tell Krasnegar that his money would be better spent helping refugees; he leaves and the scroll is on the table. If you miss this before entering Stormfist Castle for the first time he disappears with it. Alternatively, find it on a table inside Glenborus Town Hall in the Dwarven Village, or receive it from the Dwarven King after completing the "Find the Stone Axe" quest.
- Elves Scroll: Elven Lord Elredor in the Archer's Guild gives it if you ask.
- Lizard Scroll: Goemoe gives it after you cure Mardaneus of his insanity.
- Orc Scroll: Inside a treasure chest in the Orc Leader's tent.
- Imp Scroll: Found inside the Imp's Deserted Castle on the body of a dead Imp.
The Beginner's Guide to Adventuring
- Always keep the Automap on — it shows nearby creatures whether friend or foe.
- The Teleport Stones are most effective when you drop one next to a bed, then assign a hotkey to "Drop and Use." Press the hotkey to warp to the bed, rest to recover Health and Mana, and warp back.
- A recommended hotkey layout: F1 Healing Potions, F2 Mana Potions, F3 Stamina/Restoration Potions, F4 leave blank (avoid Alt+F4), F5 "Drop and Use" Teleporter Stones, F6 "Use" Teleporter Stones, F7 Class Special Move, F8 Restoration skill.
- Use the pause button — it's there for a reason.
- Use the Alt key regularly to highlight items and doors you might miss.
- Item stats are set the first time you view the stat window (hovering the cursor or pressing Alt), not when dropped. Save before checking to reroll for desired stats.
- You can make a bed anywhere with two bundles of straw — unbundle one, drag the other onto it. There is also a Portable Bed in a locked house north of the Cursed Abbey that fits in your inventory.
- A shopkeeper's attitude heavily affects prices. An item costs twice as much from someone with 0 attitude vs. 100 attitude. Trade with them to raise attitude; stealing lowers it.
- After killing an enemy there is a small chance of an "Experience Bomb" — roughly 10× the normal experience, though rare and random.
- Avoid weapons with the Frost ability — they Freeze any enemy regardless of resistances, removing all challenge from combat.
- When fighting a large group, keep moving. If surrounded, use the Warrior's Swirl Attack to fight free.
- Restoration is a vital skill for long-term survival. It saves a fortune in potions and is cheap enough even for low-Mana warriors to cast. Note the half-second lag; use a potion instead if you're about to die.
- Take at least one level of Alchemy to mix potions. Mix all Healing and Mana potions into Restoration potions, which heal by percentage (Minor Restoration heals 50% of max Health/Mana) rather than a fixed number — far more efficient.
- Repair saves time and money. Using this skill doesn't degrade maximum durability, so one skill level is all you need.
- Enchant Weapon is invaluable for raising stats via charms. Two Gold Charms and a Silver Charm of the same element give total immunity to that element. Charm tiers: Aluminum (minor), Bronze (medium), Silver (large), Gold (very large) — adding up to 40/60/80/100 to Vitality/Mana, 4/6/8/10 to Statistics, 10/15/20/40 to Resistances.
- Set up a "Home Base" near a merchant and Teleporter. A good spot is the northern outskirts of Rivertown Market near Geoff's shop and the Ars Magicana Teleporter. Drop a Teleport Stone, make a hay bed, and leave a Treasure Chest for storage.
- Experience gained from killing enemies decreases as you level up. Quest rewards actually increase with levels, so grinding monsters endlessly is less efficient than tackling quests.
Walkthrough
This walkthrough covers the quests important to the story. Directions are based on compass bearings (North = top of screen). Enemy locations and combat tactics are generally not detailed — you will figure those out on your own.
Spoiler Warning: Brief summaries of important scenes and dialogs are given throughout. Do not read ahead of where you need help.
Part I: Healing the Healer
Aleroth
You start the game next to a bed. Use it (and a few others throughout the game) to recover Health and Mana. Go up the ladder and head west; Joram will talk to you. He saved your life when he found you wounded in the woods, tells you about the Orc problems, and explains that Aleroth's leader, Mardaneus, has gone mad. He invites you to take what you want from his house — do so. When you're done looting, go outside and watch a scene between Mardaneus and Lanilor, another healer. Look around town before proceeding.
Rescue Lanilor the Elf from His Icy Prison
When you get near Mardaneus' house a cutscene shows Lanilor trying to help Mardaneus, who thinks Lanilor is a demon and freezes him. Talk to Lanilor and he will ask you to convince Mardaneus to unfreeze him. Since Mardaneus' door is locked, 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, but the key is sitting on a crate in the same room. Continue and go up the ladder to enter Mardaneus' house.
Mardaneus' House: When you get inside the still-crazy Mardaneus will accost you. 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 surrounded by four dragon statues. Click on each dragon statue until all four face north (they lock into position, so you won't overshoot). When all four are positioned, the stairs down to the catacombs open. When you first try to descend, 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. Clean out the skeletons in the next rooms. Grab the Magic Orb from the next room, then the Sapphire Key from the room after. The locked door to the west needs the Sapphire Key and leads back to the first hallway. Take the east fork first for another Magic Orb, then continue south and west to grab the final orb. Lighting the 5 candles around the pentagram in this room will summon an attacking skeleton — avoid unless you want the fight. Throw the lever to unlock the door. In the next room you find a group of Orcs led by Smiruk, who has a quest for you (see "Retrieve the Magic Axe called Slasher" in Side Quests). The ladder leads to an Orc camp — don't go there yet. Head south then east to a fork: east is a dead end, south leads to a room where you can recruit a zombie bodyguard (see "Gregar Brock" in Side Quests). Take the northern path and place one Magic Orb in the center of each of the three pentagrams to open a portal. Go through and take the stairs down.
Catacombs: Second Level — This level has a very simple "puzzle": go to the stairs in the northwest corner, then click on those stairs to go to the next level. Slasher can be found on this level, in a treasure room under a Floor Tile.
Catacombs: Third Level — From the stairs go east then south into the large room. The stairs down are in one of the coffins in the center, but they are locked. To unlock them, open the 4 tombs on the surrounding platform — each releases a wave of undead, so run away if overwhelmed. Open all 4 tombs, then open the western coffin in the center and go down.
Catacombs: Fourth Level — Go east through the first and second rooms, then south through the third room. Continue south through the next two rooms, then east and south until you find doors to both east and west. The east door leads to the area with the second Teleport Stone — flip the lever, enter, and drag the stone into your inventory. If you arrived using the first Teleport Stone, use the teleport pad near the door to escape. The west door leads to the stairs down.
Catacombs: Fifth Level — Go south into the inner chamber. A skeleton will complain that the resurrection ritual is not working and show you the ritual — flipping four switches — but one skeleton is dead and can't flip his. Go to the northwest lever and flip it when they restart the ritual. This resurrects Thelyron.
Talk to Thelyron. He reveals he is causing Mardaneus' insanity, and since you resurrected him he won't add your soul to his undead army — yet. But then he becomes wracked with pain and begs you to end his misery. You will automatically kill him, enraging his minions who flood the room with undead. Fight your way out and Mardaneus will appear and zap all the undead on this level. After a brief conversation confirming he is sane again, he creates a portal back to the surface.
Back in Aleroth: Mardaneus will now gladly heal you for free. He thanks you for restoring his sanity and tells you there is not much more to do in Aleroth — time to venture out into the world.
Leaving Aleroth
When you first leave town a cutscene shows soldiers getting slaughtered by Orcs, then a knight named Seth arrives and orders you back inside. He explains a plague is ravaging Rivertown and has come to ask for the healers' aid. Tell him to go to Mardaneus; Mardaneus agrees to help. Return to Seth with the good news. He will ask you to deliver a message to General Alix to arrange an escort for the healers.
Part II: Assassins, Plagues, and Orcs, Oh My
Leave town and follow the road south. A Dragon Rider tries to kill you and succeeds — but a mage named Zandalor shows up and saves you. He tells you that you are a "Marked One" and that he will explain further at the Dwarven Bread Inn. He gives you the scroll to activate Mage Teleportation points and mentions finding clues to the location of 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 just like any other enemy. Save before the cutscene and reload until you get something good — the drops can be among the best items in the game.
The Farmlands
Across the bridge you can take the north road to the Cursed Abbey or the south road toward the Dwarven Bread Inn and Barracks. Do not tackle the Cursed Abbey until you are at least level 20. Take the south road past the Blue Boar Inn; at the next fork, east leads to the Dwarven Bread Inn and south leads to the barracks. Take south then east to reach the barracks first.
The Barracks
Inside, talk to General Alix — she wants news on Seth. Tell her Seth made it to Aleroth and needs an escort for the healers. She will send one and direct you to Captain Mitox for more work.
Warning: If you wait around ten days after Seth gives you the quest, Alix will say she already sent an escort and the quest will fail.
Note: After arranging the escort, Lanilor, Otho, Joram, and Goemoe can now be found at the Blue Boar Inn. Mardaneus stays behind in Aleroth.
Ask General Alix for equipment and she will let you take from the barracks armory. When the conversation ends, the barracks is attacked by Orcs. After mopping up, rest in the northwest building and take equipment from the armory. Then head to the Dwarven Bread Inn.
Dwarven Bread Inn
Go inside and into the back rooms; a man named Wouter will talk to you. He reveals he is also a Marked One and that Zandalor is currently at Stormfist Castle looking for the third Marked One. He wants you to wait here for Zandalor, but you decide to go to Stormfist Castle and meet him there.
Stormfist Castle
When you try to enter Stormfist Castle you will be stopped at the gate — you need an invitation. There are three ways to earn one: help the army break the Orc siege, discover the cause of the plague, or discover who murdered the Old Duke.
Break the Siege
To break the Orc siege, complete two quests for Captain Mitox in the tent town south of the barracks. Both involve delivering an item into a heavily guarded area. If enemies are overwhelming, run straight to the target location (use a Stamina Potion if needed), drop the item, and use your Teleport Stones to escape.
Mission 1: Ravage the Orc Supply Train — Find a hatch inside one of the buildings leading to tunnels. Follow the tunnels east as far as possible, take the southern tunnel to a stairway that comes out near your target. Go into the square pen Mitox marked on your map and drop the barrel of explosives in the middle to blow it up and complete the quest. Return to Mitox.
Warning: Do NOT sell or lose the explosives Mitox gives you — you won't be able to complete this mission.
Mission 2: Poison the Well — The well is deep inside Orc territory. When you reach it, drag and drop the poison onto the well. Get out and return to Mitox. He sends you to General Alix, who gives you an invitation.
Warning: Do not sell or lose the poison either.
Note: General Alix will relock the Armory after giving you the invitation. Get what you need first.
The Cause of the Plague
The trail begins with a farmer named Hugh.
The Poisoned Harvest: Find Hugh in his house northwest of Stormfist Castle. He says his crops are being ruined by a mysterious disease and suspects poison. In a cave in the southwest corner of the Farmlands you will find an Orc and several barrels of poison. Kill the Orc and take the key he drops. It opens a storage room in the basement of the Blue Boar Inn — inside, more barrels of poison. Talk to the bartender Splinter; he says the room was rented by Dr. Elrath, who can be found at the quarantine area south of the farmlands or at his house in Rivertown Market. Go to the quarantine area first; a scene shows Dr. Elrath leaving for his house. Follow him.
Rivertown Market: Confront Dr. Elrath at his house about the poison barrels. He claims he lost the key weeks ago and kicks you out, locking the door behind him. Find a key behind a rock south of Elrath's house and unlock the front door.
Warning: If you unlock the front door while Elrath is still inside, reload. You cannot explore while he is there, and once he kicks you out the door locks permanently. This was fixed in the latest patch.
Dr. Elrath's House: Your goal is the basement stairs, blocked by locked doors operated by "Strange Lanterns" on the walls. In the first room, click the lantern to the right of the entrance (opens bedroom door), then the one on the west wall (opens the southern door). In the small room south, click the lantern to close the door behind you and open the south door and bedroom door. Go into the bedroom and click the lantern on the north wall near the bed (opens both doors back to the first room). Return to the first room, click the west wall lantern twice to open the southern door again. Go into the small room and click the lantern there to open the south door — the basement should now be accessible.
In the basement, move the stack of boxes against the west wall to find a hidden door. It is locked; find the key inside a chest in the same room. Follow the hallway south (watch for traps) to a room with a Djinn — it hits for nearly 200 health per strike, so use ranged attacks. After killing it, read the note on the table: it reveals the "plague" is actually a poison originally meant for the Barracks, but Elrath used it on Rivertown's water supply as a cover-up. Take the note (drag it into your inventory). Also grab the two Cure Potions from the cabinet in the eastern part of the room — this is the only chance to get them. Leave and head to the Town Watch near Stormfist Castle. You will likely be attacked by assassins sent by Elrath along the way. Inside the Town Watch, show Commander Ralph the note. He orders Elrath's arrest and gives you an invitation to Stormfist Castle.
Warning: Do not enter Ralph's room — he will lock himself inside and you won't be able to speak to him to finish the quest.
Note: After exposing Elrath you can report back to Hugh for a reward of 1000 Gold Pieces, but the gold is bugged and won't stack or be spendable.
Finding the Duke's Murderer
Talk to Commander Ralph about the Old Duke's death. He suspects assassination and suggests finding the Assassin's Guild; Sir Dante in Verdistis might help.
Verdistis: Go to Sir Dante's Mansion. Talk to Randell and ask to see Sir Dante. Talk to Dante and ask him to arrange a meeting with the Assassin's Guild. He demands to know who told you; answer "Zandalor, the Wizard" (any other answer fails). He agrees to help if you steal a Title Deed from Sir Patrick. The Deed turns out to be merely a permission slip to extort money, so don't worry about stealing it.
At Sir Patrick's Mansion, search the western grounds near the fence for a Portal Stone partially obscured by a hedge. Click it to be transported inside. You land in a room with five exits. The Deed is in the room to the west, but the door is locked. Flip the lever in the northwest room, then the lever in the southeast room, then the lever in the center room to unlock it. Take the Deed and return to Sir Dante.
Dante sends you to Yarun in the Merchant's Guild. Tell Yarun that Sir Dante sent you. Regardless of what you say, he will eventually sic assassins on you and slip away. Kill the assassins, then click on the cupboard to find a secret passage.
In the new area, go south to find Yarun again — more assassins, another escape. Go east through the hallway to a large room; take the northern exit to a hallway lined with cells. Go into the farthest southwestern cell to find Yarun hiding. He bargains: he will arrange a meeting with the duke's killer in exchange for his life. Agree, and he runs off.
Optionally, inform Commander Ralph at the Town Watch in Rivertown. Either way, go to the burned-out building Yarun marked on your map to find Cybu. He will confess to killing the Duke. If you informed Ralph, he shows up with guards and handles Cybu; otherwise you must fight Cybu and his assassin flunkies yourself. When Cybu is dead, talk to Ralph for your invitation to Stormfist Castle.
Part III: Stormfisted
Recommended level: around 20–25 before continuing.
Stormfist Castle (Lord Protector)
With one or more invitations, go to the castle entrance and the captain lets you in. Before you can meet Janus, an Imp named ZixZax (the Almost-Wise) stops you and takes your Teleport Stones.
Note: If you drop both Teleport Stones in a container or on the ground before entering, ZixZax will not appear here — but he will take them when you pick them up after escaping Iona's Dungeon.
You are taken to see Duke Janus and his advisor Elona. Janus appoints you his new Lord Protector for forty years — he won't take no for an answer. You gain 10 reputation points. After his speech you are free to explore the castle. The armory door is locked; find the key in the study directly north of the armory.
Find the White Cat
Janus' first task: bring him his cat. Follow the hallway south from Janus' room and when you get near the cat it talks back — its name is Arhu and it is actually a spy for Zandalor. Arhu says Zandalor has gone into the cellars of Stormfist Castle and has not returned. After you mention that Janus is looking for him, Arhu runs off. You cannot access the cellars, so return to Janus, who berates you and gives you a new job.
Deliver a Love Letter to Lela
Janus gives you a letter to deliver to his girlfriend Lela, in the room south of Janus' room. Give her the letter and return to Janus for your next task.
Flowers for Lela
Janus asks you to pick flowers and take them to Lela. The flowers are just east of the castle entrance. Pick one and bring it to Lela. Return to Janus in the throne room.
Find the Teddy Bear
In the throne room, Janus orders you to find Uncle Samakayne, Lela's favorite teddy bear. The Elven Ambassador Bronthion enters to ask for Human support against the Dwarves but gets insulted out of court. The teddy bear is sitting in the hallway outside Janus' room — use the Alt key to find it. Take it to Lela.
The Merchant's Meeting
After delivering the teddy bear, Theus tells you there is an important meeting between Janus and merchants requiring your attendance. Head to the throne room; the meeting starts automatically. It is interrupted when Orcs emerge from the cellar and try to assassinate Janus. Though easily dispatched, Janus is furious you didn't stop them before they reached him. He strips you of the "Lord Protector" title, kicks you out of Stormfist Castle, and you lose 15 reputation points.
Note: Once kicked out, you cannot re-enter Stormfist Castle legitimately.
Iona's Dungeon
Your freedom is short-lived — Elona kidnaps you. You wake in a dungeon without equipment. Elona (now calling herself Iona) comes to taunt you. Sit tight; Arhu will eventually free you from your cell. There is nothing valuable on this floor — take the stairs up.
Iona's Dungeon First Floor: Your equipment chest is directly east of the starting point behind a locked door. Arhu tells you the key is nearby; continue searching east to find it in another room. Unlock the chest and reclaim your gear.
From the starting point head west and take the west door. Follow the hallway north and west. In the next room take the door to the west and slightly south. Take the only exit south, pass the Mana Shrine, and go through the first western door (the switch to unlock it is just south of the door). Continue west then north until the path splits. Take the west path through a door to reach a room with a Healing Shrine and the exit stairs.
The Graveyard
On exit, Arhu reappears and suggests finding a different way into Stormfist Castle — he recommends enlisting the Thieves Guild of Verdistis to search the sewers for an alternate entrance. After Arhu leaves, Iona returns, threatens you, and causes the dead of the cemetery to rise. Fight your way out.
Part IV: Enter Stormfist Castle and Find Zandalor, AGAIN!
After exiting the cemetery you are free to do as you wish. It is recommended to raise your level to around 30 by killing enemies and completing side quests before continuing.
Joining the Thieves Guild
Joining the Thieves Guild is optional, but highly recommended — it will save a lot of frustration when exploring the sewers. Talk to Rob in The Ducal Inn of Verdistis and tell him you want to join.
First Test: Steal from Sweeny — You need at least 1 level in the Pickpocket skill. Use Pickpocket on Sweeny to steal his necklace and bring it back to Rob.
Second Test: The Beer Run — Lockpick the door in the basement of the inn (requires 1 level in Lockpicking and a set of Lockpicks). Take the bottle of ale inside and return it to Rob to become a full member of the Thieves Guild.
Warning: Do NOT lose the Ale needed for the test — you won't be able to join the Guild without it.
Now ask Rob for help entering Stormfist Castle. He gives you a key and marks two sewer entrances to the castle on your map.
Rivertown Sewers
Note: There are two different sewer areas — the Verdistis Sewers and the Rivertown Sewers. You want the sewers under Rivertown, where the entrance to Stormfist Castle is.
The sewers are a huge, sprawling maze. Your goal is to enter the "Sewers entry to Stormfist Castle's Treasure Room" as marked by Rob.
Stormfist Castle's Treasure Room
Note: If you are attacked by someone named Executioner when you first enter an area, you are in the wrong place. You want the Stormfist Castle's Treasure Room, not the prison.
Warning: You CANNOT use ANY magic while inside the treasure room — physical attacks and skills only.
When you enter the treasure room you are trapped as the Black Ring makes their move against Zandalor. A cutscene shows the third Marked One being killed and Zandalor being cornered by a Deathknight and Orc flunkies. Head east and collect the gold and gems, then go south into a hallway. Follow the hallway west and enter the north room — kill the Deathknight and his Orc companions (use any potions you find in the room).
Go west and talk to Zandalor. He asks you to check the treasure vault for the Sword of Lies and gives you the vault password: ANVAS ENROD. Retrace your steps back to the south hallway and follow it east, then north, to a door with a face on it. Give the password (ANVAS ENROD) and enter the vault. Your character confirms the Sword of Lies is gone — return to Zandalor. He deduces that Janus has taken the sword and been corrupted by the Lord of Chaos. He wants to check on Wouter and teleports you both to the Dwarven Bread Inn.
Return to the Dwarven Bread Inn
Upon arrival, a cutscene plays: Wouter is lured outside by a boy claiming someone is being beaten up. Outside, a Dragon Rider blasts Wouter — and the boy — to oblivion. Zandalor rushes out to try to save him, but it is too late. There is no way to save Wouter. Zandalor decides to take you to the Chamber of the Council of Seven to begin the ceremony of The Divine One. Tell him when you are ready to proceed.
The Council of Seven
Inside the chamber, Zandalor senses something wrong. A Succubus traps him inside an Energy Cage and flees. Zandalor tells you to destroy the Succubus to purify the chamber so he can free himself.
The chamber is tiny and impossible to get lost in. Zandalor will heal you if needed, or use the abundant Healing and Mana Shrines — there is one of each in nearly every room. The Succubus' room is just one room and one hallway north of the starting point.
The Succubus attacks mostly with a physical attack and also summons a Deathknight (which you can use Aura of Command on to make it attack her). When she dies, Zandalor is freed and asks you to follow him. First go to the room to the west — you will find another of the Succubus' prisoners: ZixZax (the Almost-Wise). He thanks you for rescuing him and returns your Teleport Stones!
Part V: The Council of Six Races and Assorted Magic-Users
After dealing with ZixZax (the Almost-Wise), return to the room where you fought the Succubus and follow Zandalor north. You come to a room with seven statues and seven stones in front of them. Zandalor explains that to become the Divine One you must receive the blessing of the Seven Races by assembling a new Council of Seven. To find the council members, drag and drop a Scrying Stone onto the pedestal of the appropriate statue to receive a vision, then track down that council member and invite them. They will say the magic word: XXBZPTRL.
Dwarven Council Member
Note: You won't be able to find the Dwarven Council Member right away — complete 5 other council member quests first, then return for another vision.
The second vision shows the Dwarf standing at an altar in the Dwarven Village in Rivertown.
Dwarven Village: Talk to Eolus ThunderStorm at the altar. He cannot accept the council position while the stolen Axe of Stone is missing. He suspects the Elves stole it and has a captured Elf being held for interrogation. Talk to Arandalis, the captured elf in the basement of the Black Hammer Inn — he says he was kidnapped by a Human and a Dwarf and left near the altar where the Axe was stolen.
Speak to Gregor Dunatrim inside Glenborus Town Hall. He's adamant that Arandalis is guilty. Ask him how much ale he's had and he gives a speech about mead being superior to ale, then offers to tell you a story for some mead. Go to the Brewery in the western half of town and buy some ale from Rimmer. Take it back to Gregor; after drinking, he lets slip that he is part of a conspiracy to start war against the Elves. His fellow conspirators are inside a secret cave beneath the Dwarven Halls. He gives you the password: PROPHESY. Head south into the Dark Forest and enter the Dwarven Halls.
Dwarven Halls: First visit Kelp Dunatrim, King of the Dwarves. Give up your equipment to enter his chamber, ask permission to enter the mines, then leave (your equipment is returned — double-check what was equipped). Enter the mines.
Dwarven Mines: Follow the tunnel to a fork and take the eastern route, then north through the door. Follow northeast then west until you find an entrance deeper into the mines. Go east until you reach the Sentry and give the password (PROPHESY). Continue north, move the Wooden Fence blocking a door, and proceed east to the far end of the room, then north through a connecting hallway. You come face-to-face with Moriendor, a Black Ring member. After his villain monologue he attacks — he favors HellSpikes, so be careful. The Freeze skill is very effective here.
Note: An amusing trick is to use Polymorph on Moriendor — it works and he will remain in polymorphed form FOREVER, even at the end of the game.
After defeating him, Moriendor runs into a back room and locks the door. The lever to unlock it is right next to the door. Inside, find Moriendor and the Axe of Stone — Moriendor teleports away, leaving the axe. Take the Axe of Stone and search the backrooms for a note about the Mayor's role in the plot. Return to the Dwarven King with the axe (guards won't confiscate it or the note) and give it to him. Tell him about the note to unlock the Dragon Armor Set quest. Return to the Dwarven Village, talk to Eolus south of the altar, and he will gladly join the Council of Seven.
Elven Council Member
The vision reveals the Elven Ambassador Bronthion, whom you may remember from Stormfist Castle. Zandalor suggests going to the Elven Village in the Dark Forest.
Elven Village: Find Bronthion on the west side of the village. He refuses the council position until someone returns the three Elven Ceremonial Relics stolen from the Elven Burial Grounds. Leave town south and follow the ravine southward to the Elven Burial Grounds.
Elven Burial Grounds: A quick scene shows a group of strange dwarves (actually polymorphed Imps). Follow them west to stumble onto an Orc camp. Kill all Orcs then search the northern cliff face for a cave.
Inside the cave, head south into a donut-shaped room, then west to a small room. Find a lever that opens a door on the western wall. In the next room a floor tile takes you to a lower level — one of the most difficult battles in the game awaits.
Below, you face Josephina, a Black Ring member, and over a half-dozen Dwarfs. The Dwarves can surround and overwhelm you while Josephina constantly launches HellSpikes. Eliminate the dwarves as quickly as possible — escape back up the ladder to heal and save if needed. The Warrior's Swirl Attack is especially effective. Then deal with Josephina.
Note: A devious tactic is to immediately release one or more Death Scorpions using the Survivor's Deadly Gift skill, then climb back up the ladder. Since you are on a different level, Josephina and her posse cannot harm you, and the scorpions will slaughter them.
After defeating Josephina, look for the three Elven Ceremonial Relics. You will only find two in the chamber — the third is the Quarter Staff that Josephina drops. Have it identified to reveal it as the third relic. Take all three relics back to Bronthion and he will accept the council position.
Human Council Member
You immediately recognize the Human Council Member as Mardaneus, the no-longer-crazy leader of the Healers of Aleroth.
Aleroth: Orcs now roam the town and Mardaneus is trapped inside his house. Defeat Demona, the Black Ring member holed up in Lanilor's old house (you can no longer sneak in through the well). She only has a physical attack — powerful, but manageable with healing potions/spells. Take the key from the top of a bookcase inside Lanilor's house, unlock Mardaneus' house, and talk to him. He gladly accepts the council position.
Imp Council Member
The vision shows an Imp enjoying himself, apparently staying at The Ducal Inn in Verdistis.
Verdistis: Find Zaknadrix in one of the rooms at The Ducal Inn. He denies being the council member — claims Antx is the real one, hiding inside a Magic Sphere that Zaknadrix carries. He says the only way in is to touch the sphere. Touch it and you will be warped to Arakand.
Warning: If you refuse to enter the sphere the first time it is offered, a bug prevents Zaknadrix from offering it again, making the game uncompletable. Reload to before you spoke to him if this happens. This was fixed in the latest patch.
Arakand: Go through the gate to the north. Lysandra, Queen of the Bees, begs your help against the Wasps in exchange for the key to the mansion where Antx is hiding. She leaves. Immediately after, Ragon, leader of the Wasps, tries to convince you to join his side — he claims to have the key but is lying. Which side you take depends only on what you tell Ragon; what you say to Lysandra is inconsequential.
Fight north through Bees (if you sided with Ragon) or Wasps (if you told Ragon off). There are a lot of them but individually weak — don't get careless. At the mansion door, Lysandra returns: if you sided with Ragon she attacks you and drops the key; if you sided with her she gives you the key and possibly trains you in Aura of Command if you killed almost every Wasp. Afterwards, Ragon shows up and either attacks, berates you, or gives you a piece of Thunderplate armor depending on your choices.
Use the key to enter the mansion and talk to Antx. He was hiding here because he was a former Black Ring member who defected. He gratefully accepts the council position and gives you a crystal ball to return to the real world. Go into your inventory and click the crystal ball to warp back to The Ducal Inn.
Note: You cannot return to Arakand after leaving, so don't leave anything valuable behind.
Lizard Council Member
Zandalor recognizes the Lizard Council Member as Goemoe, the Lizardman Healer, currently at The Blue Boar Inn.
Blue Boar Inn: Goemoe is not there. The other healers say he just left with some Lizardmen and doesn't intend to return. Get another vision from the Scrying Room — it shows him traveling, but you can't determine his location. Zandalor suggests trying again later.
The next vision shows Goemoe's group being attacked, Goemoe being captured and turned into a snake, and Snake-Goemoe being held somewhere in Verdistis. Zandalor tells you to see Trevor in the Merchant's Guild in Verdistis.
Verdistis: Talk to Trevor in the Merchant's Guild; ask about a warlock renting a house from him and he marks it on your map. Go to the house, kill the thugs inside, and go downstairs through a hatch. You come face-to-face with Cornelius, another Black Ring member. He freezes you and runs off to brag. Zandalor appears and rescues you before Cornelius can return.
Go south, take the Polymorph Wand leaning against the wall, and return to the starting room. The eastern door is locked; find the key on a box in the northwestern corner. Unlock the door to find Snake-Goemoe inside the east room. Talk to him and use the Polymorph Wand to restore him to his Lizardman form. Goemoe accepts the Lizard Council Member position.
Orc Council Member
The vision shows what looks like a prison. Zandalor identifies it as an Orcish Prison Pit and marks the location deep inside the Orc camp in Rivertown.
Orc Camp: There are four prison pits; the Orc Council Member is in the southwestern one. Inside, find an Orc named Kroxy. Tell him he has been chosen as the Orc Council Member and he accepts the position.
Wizard Council Member
This one is simple — the Wizard Council Member is standing right next to you. When you place the Wizard's Scrying Stone, Zandalor announces that he is the Wizard Council Member. You even get experience for "finding" him despite having done almost nothing.
The Meeting of the Council of Seven
When all seven council members have been found, click the gong in the Council of Seven chambers to start the meeting at any time.
Warning: Once the ceremony begins there is no turning back — you will be warped directly to the final area and cannot return. Any unfinished quests will fail and any items not in your inventory will be gone permanently. (Exception: if you don't have your Teleporter Stones when you start the ceremony, you can recover them a little north of your starting location in the final area.) Be sure you have everything you need before beginning.
Part VI: Battle at Black Lake — The Divine One vs. The Black Ring
Note: The Path of the Divine skills are unlocked after you become the Divine One.
After the meeting of the Council of Seven and receiving the Blessing of the Seven Races you wake in a strange wasteland as the Divine One, having gained a LOT of experience (expect to gain five or more levels).
Yuluth Gor
Talk to the two Orcs near your starting location to learn about the situation; the Orc Shaman marks the exit to the canyon. Head east then take the southern ravine south until you run into Zandalor and Arhu battling some Imps. They teleport you to a safer location and fill you in: the Black Ring is inside their fortress trying to summon the Lord of Chaos. The fortress is surrounded by a poisonous marsh that requires the Spirit Form skill to cross. Zandalor says the dragon Patriarch might train you in Spirit Form for free.
After talking to Zandalor, go into the western house to find Kroxy, the Orc Council Member — he has opened a shop selling potions, weapons, armor, lockpicks, Gold Charms, and spellbooks. Rest in the backroom beds whenever you want. This is a good place to leave a Teleporter Stone. When done, leave to the east.
Finding Patriarch
Despite Zandalor's claim to have marked Patriarch's location, it will not appear on your map. Simply follow the cliffs east then north until a cutscene triggers: some Imps try to convince Patriarch to leave and get chased off. Patriarch then approaches you.
To get Patriarch to train you in Spirit Form, follow this conversation path:
- Patriarch greets you. → "Oh mighty dragon, I have journeyed far to find thee!"
- He asks what you want. → "I have need of thy great lore, Magnificent One!"
- He notes there is no free lunch. → "I would not presume so your magnificence. Name thy price."
- He dislikes being treated like a haggler. → "Forgive the ignorant words of my foolish tongue mighty one, I meant no disrespect."
- He forgives you. → "Well said most potent one! Woulds't thou accept a gift from this humble visitor?"
- He asks what gift you could give him. → "How to become a ghost."
- He inadvertently trains you in Spirit Form! → "I shall leave thy glorious presence now and leave thee to thy rest. Perhaps we shall meet again?"
Note: If you answer "All that I possess," Patriarch is so unimpressed with your trinkets that he gives you an Axe of Maiming out of pity instead.
Entering the Black Ring's Fortress
Before assaulting the fortress, stock up on Healing, Mana, and Restoration Potions. Buy Gold Charms from Kroxy to fill out your equipment — aim for at least 75 in all four resistances (100 in fire and lightning) plus as many Vitality and Mana charms as possible.
The fortress stands in a poisonous marsh that drains health and is swarming with Spectre Lords. There is also an area in the middle of the swamp that instantly kills you if you are not in Spirit Form. Activate Spirit Form and rush across — while active you will not be damaged by the marsh and Spectre Lords will leave you alone. Once past the marsh, enter the dungeon.
Inside the Black Ring's Fortress
Follow the path until a cutscene shows the Black Ring beginning the ritual to revive the Lord of Chaos, then leaving to stop you — leaving the Demon of Lies to complete it. Go north onto the central platform. Your goal is to defeat all 5 Black Ring members, each holding up one of the spike barriers blocking the path north to the Demon of Lies. Each member occupies a separate fort identifiable by surrounding crystal color.
Forts from left to right on the central platform:
- Far Left — Josephina's Fort (Orange)
- 2nd from Left — Moriendor's Fort (Blue)
- 3rd from Left — Iona's Fort (White)
- 3rd from Right — Path back to exit
- 2nd from Right — Demona's Fort (Yellow)
- Far Right — Cornelius' Fort (Green)
Orange Fort: Josephina — The most difficult Black Ring member. Her fort is huge and packed with Deathknights (high lightning resistance helps here), and Josephina herself is worse than your previous encounter. Save her for last to gain as many levels as possible first.
Josephina constantly uses Blind to make targeting impossible and fires HellSpikes that can kill you nearly instantly. She has 75 fire, lightning, and poison resistances plus 100 spiritual resistance. Strategies:
- Drop a Teleporter Stone; when she blinds you, teleport away until it wears off. Teleport back and resume. Repeat.
- Release Death Scorpions via Deadly Gift and let them work while you stay alive.
- Use HellSpikes yourself at 3–4 skill levels — it requires no targeting and bypasses her resistances.
- Warriors: use a Shadow Potion to turn invisible, then use the Swirl Attack (it won't break invisibility as long as you don't target anything). Bring plenty of Stamina Potions.
- The Elemental Strike skill is effective despite her resistances and can be used without breaking the effects of Hide in Shadows/Fade from Sight/Shadow Potions — but it is the most expensive skill in the game (up to 50 Mana per use).
Blue Fort: Moriendor — The fort is filled with Crystal Gargoyles and Infernal Corpses — manageable. You need to use a couple of teleporters to reach Moriendor. He fights like Cornelius: blinds you then fires HellSpikes. Keep moving when blinded to avoid the spikes.
White Fort: Iona — Requires a couple of teleporter jumps to reach. The Crystal Gargoyles and Infernal Corpses guarding her fort are not too difficult. Iona is one of the weaker members — only melee attacks, no HellSpikes. As long as you don't get careless she shouldn't be a problem.
Yellow Fort: Demona — Infested with Gold Gargoyles, which are stronger than Crystal and Stone Gargoyles but not by much. Demona still has her powerful melee attack but nothing else. Stay healed and she shouldn't give you trouble.
Green Fort: Cornelius — Fight through Stone and Gold Gargoyles and navigate a puzzle. Take the first teleporter to the western teleporter in a room with four teleporters. Take the southern teleporter (the only usable one), activate the lever in the far northern room (no confirmation message), then take the other teleporter back to the eastern teleporter in the four-teleporter room. Take the northern teleporter to complete the section and continue to Cornelius. He fights identically to Moriendor: Blind then HellSpikes. Same strategy applies.
Final Battle
After defeating all 5 Black Ring members, the barriers north are cleared. Head north to a fort surrounded by red crystals. To get to the Demon of Lies' lair, activate 2 levers — one in each "horn" of the fort (no confirmation when activated). Both levers open the door to the inner sanctum. Go in and confront the Demon of Lies.
After a bit of gloating the Demon of Lies attacks. He summons an Overlord (which you can use Aura of Command on) who summons Deathknights and hits with Scorch. With high fire and lightning resistances the Deathknights and Overlord shouldn't pose problems. Ignore them and concentrate entirely on the Demon of Lies — the battle ends the instant you strike the final blow on the Demon. Alternatively, freeze the Demon immediately and kill him before he can act.
Warning: If an ally creature (Death Scorpions, summons, Aura of Command-ed Overlords, etc.) strikes the finishing blow on the Demon, the ending cinema will not play. Reload and strike the final blow yourself. This was fixed with the latest patch.
Congratulations! After killing the Demon of Lies the ending cinema plays and the credits roll.
Side Quests
A list of all quests with no bearing on the main story.
Aleroth
Steal from Mardaneus
If you take the well passageway to enter Mardaneus' house before witnessing the cutscene of him freezing Lanilor, you can plunder his house without consequence.
Collect Herbs for George
When you first enter George's shop you see him arguing with someone over a delivery. Afterward he asks you to get some Drudanae from Lanilor's garden. Pick a stalk of Drudanae and return to George for a reward. (If you haven't gotten Lanilor's permission yet, Otho will yell at you for stealing — just grab it after he leaves.)
Find a Cure for Simon and Verlat
Note: These are technically two separate quests, but since they are identical they are covered together.
Goemoe the lizardman and Otho the dwarf are each caring for a sick soldier who needs a Healing Gem, but only one gem is available. Go to the healing shrine north of Goemoe's house and ask for the last Healing Gem. To save both soldiers, you also need the Magic Mirror from an abandoned house on the north side of town. Take the mirror to one of the puddles near Goemoe's house (you should see your reflection on the ground) and drop it in — it will disappear. Then place the Healing Gem at the same spot; two gems will appear. Take both and use them to heal both Simon and Verlat. Afterward, talk to Goemoe and he will train you in a level of Restoration.
Warning: If you haven't cured the soldiers by the time you restore Mardaneus' sanity, they will die and the quest will fail.
Find the Second Teleporter Pyramid
After opening the entrance to the catacombs, Lanilor gives you a single Teleport Stone and says its twin is somewhere in the catacombs. You can find it on the fourth floor of the Catacombs. To use them, drop both stones on the ground, then click one to teleport to the other. To pick up a stone from the ground, open your inventory and click-drag it in. Don't forget where you placed them!
George has been Murdered!
Note: If you didn't collect Drudanae for George (see above), he may not get murdered — though this has not been fully verified.
After finishing the catacombs and restoring Mardaneus' sanity, you find George murdered. Loot his house, then tell Mardaneus about it. Mention the herbs George wanted; bring Mardaneus another stalk of Drudanae and he deduces it is used to make drugs. The other healers have little information of value. You cannot solve this mystery until you reach Verdistis.
In Verdistis, confront a vampire named Tutamun. He admits to supplying drugs to George and killing him when George threatened to expose him. Kill Tutamun and return to Mardaneus, who will train you in Restoration.
Note: Complete this quest before assembling the Council of Seven, as Mardaneus will no longer discuss the murder after being recruited to the council.
Otho's Pigs
Note: Not really a quest — just an interesting event. Save first!
Outside Otho's house are two pigs. Kill one and Otho storms out screaming. After he leaves, kill the other pig — Otho returns and decides to avenge his slain swine by attacking you. That dwarf really loves his pigs. After Otho leaves Aleroth to help cure the plague, killing the pigs causes no reprisals — though it's less entertaining.
Zombie Jake: This Time, It's Personal!
In the graveyard in the north part of town there is a tombstone whose occupant wants no flowers. Drag and drop the flowers from the adjacent grave onto his tombstone and he will rise and attack you.
Zombie Jake: The Revenge!
When searching the basement of one of the abandoned houses in the north part of Aleroth, Zombie Jake attacks again. Kill him, loot the basement, and move on.
Catacombs Under Aleroth
Retrieve the Magic Axe Called Slasher
On the first floor of the Catacombs you run into a group of Orcs led by Smiruk who demands you find an axe called Slasher. If you refuse they attack, so agree. Find Slasher on the Catacomb Second Floor. When you return with it, Smiruk tests it by attacking one of his companions, is satisfied, warns you (Orcs rule, humans drool), and leaves. You can give him a fake axe instead — he will be angry. Note that he keeps any axe you give him, so don't give him anything else.
Warning: A bug occurs if Smiruk tries to test an axe but none of his fellow Orcs are in the same room — the game will hang as he searches for them.
Gregar Brock
On the first floor of the Catacombs find a room with a statue by the west wall with a candle at its base. Light the candle to summon a zombie named Gregar Brock. After some dialog he joins you as a companion with a lot of health.
Warning: When you go above ground after recruiting him, Gregar will die.
Farmlands
The Cursed Abbey
Note: The enemies inside the Cursed Abbey are quite strong — wait until around level 20.
Talk to Finn in the northwest corner of the Farmlands; he complains about strange noises from the Cursed Abbey to the north. Go inside and down the stairs in the eastern wing. Downstairs, get into the library: the lever for the library door is in the far south, but another locked door blocks the way — its lever is just west of the door. Flip both levers to reach the library.
Inside the library is a ghoul called The Engineer. He was hired by the monks to design the security system, then imprisoned to keep the traps secret. He cursed the Abbey in revenge and will lift the curse for 1000 gold pieces — the fee he was originally owed. Pay him or kill him; either way the curse ends. Grab the Human Teleport Activation Scroll before you leave.
Brave Brave Sir Richard
Inside one of the barns find a wounded knight, Sir Richard, hiding from an assassin named Crawler. Crawler can be found in an orchard in the Farmlands. When you approach him he asks if you have seen Sir Richard. Refuse and he attacks — or rat out Sir Richard if you prefer. Kill Crawler and return to Sir Richard with the good news.
Clearing the Troll Caves
A farmer named Homer asks you to kill some Trolls raiding his crops. The Troll cave is across the bridge to the west, on the Aleroth side of the river. Inside, the Troll King is upset about soldiers on the bridge stopping his Trolls from charging crossing fees. If you disagree with his business model he summons more Trolls and attacks. Kill them all and return to Homer for a reward.
Isolde's Love Letter
A woman named Isolde begs you to deliver a letter to her lover Gareth at the Barracks. Find Gareth and deliver the letter.
The Cattle Rustler
A farmer named Tom says someone has been stealing his cattle and asks you to investigate. Go south to the poor section and find Dorian, who claims to be a leper. Give him some gold (optional), then enter the building to the west and go into the basement — it appears to be a slaughterhouse where the missing cows ended up.
Confront Dorian; he admits to stealing the cattle and begs you not to turn him in. If you do, tell Tom that Dorian is the rustler. If you don't, that's the end of it.
Harriet's Message to Afrasam
Inside the Blue Boar Inn, a woman named Harriet asks you to deliver a letter to her Uncle Afrasam at The Ducal Inn in Verdistis. Find Afrasam, deliver the letter, and collect your reward.
Balin's Necklace
Talk to Balin in his house in the Poor Quarter — a man named Jonas has stolen his necklace. Find the necklace in Jonas' house. When confronted, Jonas explains that Balin has been taking all his profits and he was just trying to survive. Offer to help Jonas, return to Balin, tell him you are ending his reign of terror — he attacks. Kill him and return to Jonas for experience and a reputation boost.
Curing the Victims of the Plague
Find the fenced-off quarantine area south of the farmlands. The northern gate is blocked; go around to the western wall to find a tiny shack built into the wall with a lockpickable door. Inside the shack is a door into the quarantine area.
Three plague victims are inside. To cure them you need Cure Potions — the ONLY place to find them is in the basement of Dr. Elrath's house, on a cabinet in the eastern part of the room where you found the note exposing Elrath.
Warning: The ONLY time you can get the Cure Potions is when you go into Elrath's basement for the note. If you missed them, you cannot get them later.
There are only two Cure Potions but three victims — you must choose who to save. There is no extra reward for one choice over another.
Note: A sneaky method to cure all three: give one potion to a victim, then use Pickpocket (requires 3 skill levels) to steal it back from their inventory. Use it again on another victim.
The "Drunken" Thief
On the road near the Blue Boar Inn a drunken bum named Logan greets you, wanders off — and you notice your wallet is lighter. He robbed you! Chase him northeast and you will find him near the Blue Boar Inn pretending to be a bush. Confront him and get your money back.
If you haven't encountered Logan yet, walking the road southeast of the Blue Boar Inn you will meet a woman who warns you about him — so you'll be ready when he tries his trick.
The Snake Oil Salesman
Inside the Blue Boar Inn a man offers to sell you a "Magic Carpet" for 500 Gold Pieces. It is utterly useless. Keep buying his "Magic Items" — each one worthless — for 500 Gold each and he will eventually teach you Trader's Tongue for being his best customer. This is generally not worth the investment.
The Upturned Cart
On the side of the road near the Blue Boar Inn is an upturned cart with Barrels of potions. A note threatens a curse on anyone who takes them. There is no curse — but the barrels are trapped, so be careful opening them.
Barracks
Gareth's Feign Death Potion
Talk to Gareth standing guard outside the Barrack's Armory — he wants out of the army but death is the only other option. He has found a solution: a Feign Death Potion. Buy one for 2500 Gold Pieces from Father Theofolus at the Church (you must un-curse the church first). Return the potion to Gareth and he gives you a key to the Armory door.
The Fort
When you enter the fort to the south a scene plays: three Black Ring members (including Antx, who will later become the Imp Council Member) use a mind control spell to turn all the soldiers hostile. Fight your way out. Notably, there is no way to restore the soldiers' minds, and no one in the game seems to care that an entire garrison has gone rogue — or that you've killed them all.
Stormfist Castle
Note: These quests can only be done while you are inside Stormfist Castle as Janus' Lord Protector.
KP Duty
Inside the kitchen of Stormfist Castle the Cook asks you to wash some dishes. Drag and drop the Bucket with Water onto the Empty Bowl, then continually drag and drop the Dirty Dishes onto the filled Bowl until all are clean.
...dirty dishes are gone, then put the cleaned plates and pots into your inventory. (You will have to drag and drop all of the plates into your inventory.) Take the cleaned dishes (There should be 8 Plates and a couple of Pots) back to Cook and he will reward you with some spice. (The spice is actually an invisibility potion.)
Bring Ben Beer
On the northeast corner of the outer wall there is a soldier named Ben who asks you to fetch him some ale. He will even give you some coins to pay for it. (He is easy to spot; he's the only one on the outer wall carrying a pike.) Go ahead and give him some ale if you have any for some experience.
Graveyard [#007.6]
Note: There are two graveyards on the Rivertown map: one located to the southwest of the Quarantine Area and one to the north of Nericon's Garden. All of the quests listed here take place in the graveyard to the north of Nericon's Garden. (This is also where you end up after you escape Iona's Dungeon.)
The Ghost of the Old Duke
If you try to enter the chapel in the center of the graveyard you will find that the door is locked. Search inside the tomb on the western half of the graveyard for a lever that will unlock the door to the chapel. Inside the cathedral you will find the Ghost of the Old Duke. He will ask you to find his killer and avenge him. If you have already found the Duke's Murderer (see "Finding the Duke's Murderer" in Part II of the main walkthrough) you can inform him of this to put the Duke's soul at ease and net yourself some experience.
Find Shrimpo
When you first leave the graveyard after escaping from Iona's Dungeon you are stopped by a man named Apollo who will ask if you have seen someone named Shrimpo. Tell him you haven't and he will leave. Go back inside the graveyard and start searching the northeastern corner for the tombstones of these people:
- Sven the Sailor
- Hilmar the Dwarf
- Risini the Bard
- Ingmar the Fisherman
- Marius the Merchant
- Polgara the Mage
- Osiris the Cook
Click on those tombstones in this order and Shrimpo will be summoned. It turns out that Shrimpo is... well... a shrimp! (a very BIG shrimp...) Shrimpo will then attack you; kill him and he will drop the Harpoon of Atlantos. Apollo will then show up; you can talk to him for the whole story on Shrimpo. At the end of his story you have three dialog choices — the first response will net you experience points, but the other two won't give you anything.
Iona's Dungeon [#007.7]
Although the only real goal of Iona's Dungeon is to get out of it alive, there are a couple of things of interest inside this dungeon.
Cave of Illusions
On the first floor of Iona's Dungeon you will see a room behind a wall that is filled with gems. To open the path to this room go south until you find a single lit candle sitting in the middle of a pentagram. Click on the candle to extinguish it and the passage to the cave will open. When you enter the cave however, all the gems will vanish and a voice will tell you that this is the Cave of Illusions. There is no way to grab these gems, but go deeper into the cave and you will find the Holy Sword. (See The Holy Items Quest, below.)
House of Madness
In the southern part of the first floor there is a passage that is blocked by barrels. Past the passage you will see a room with a lot of Spell books scattered about. Unfortunately you are teleported away the moment you set foot in the room and are dropped off in the aptly-named House of Madness.
You start in a small central room of the House of Madness, with rooms to the north, east, and west of the center room. When you click on a door here you won't open it; you are instead teleported to an entirely different area of the house. Start by talking to the Tortured Corpse here to get a clue on escaping the House of Madness ("Sleeeep..."), then click on the southern door to end up in the north room. Take anything of value here then click on the southern door to end up in the east room. Grab the key here (use the Alt key to find it) and use it to unlock the western door. You will end up in the west room; now just rest in one of the beds here to escape the House of Madness.
You will end up back in the spell book room, but all of the spell books except one will have vanished! Take the remaining spell book and continue on with your adventure.
Iona's Dungeon's Lower Levels
While searching through the northeast corner of the upper level you will find an Old Parchment that will tell you that Iona has sealed the lower levels of her dungeon, but you can unseal them with the proper incantation. The incantation is "Zortalak caarnan gehnthul paktor" — choose the correct dialog choice (it's the middle one) to open a set of stairs down. (If you fudge the incantation, you will be ambushed by a bunch of enemies.)
Note: You don't need to go down into the lower levels to escape the dungeon. They are just there to provide you with a chance for more experience and treasure.
The stairs lead to a second level that is packed with strong monsters, and no convenient Health or Mana shrines anywhere on the level. If you're having problems with these guys, you should probably just escape from the dungeon for now and return when you are a bit stronger. (...and have your Teleport Stones back...) After you make it through the second level you will reach some stairs that will lead down to the third level. There's more of the same on this level; just slog your way through to the stairs down to the fourth level.
On the fourth level you will find Cyrion, Iona's pet... ugly thing. It will attack you; kill it and check the room. There is a locked chest here — the key for this chest is actually the skull that's resting on top of the chest. Put the skull into your inventory and you will use it to unlock the chest. Take the treasure and look for a ladder that will take you all the way back to the first level of the dungeon.
Rivertown Market [#007.8]
The Dark Cave
When you approach the Rivertown Market from the south you will be approached by a woman named Caroline who will ask you if you have seen her son. Tell her you haven't and she will worry that he has wandered off towards the Dark Cave. Offer to help look for the kid and go north until you find the Dark Cave.
Inside the cave you will find the boy being held by a Vampire. The Vampire tells you that he is going to feed on the boy unless someone agrees to take his place. (hint, hint...) If you refuse him he will kill the child, so accept his terms. He will let the child go then he will come over and feed on you, then he will return to his coffin on the other side of the locked gate.
WARNING: If you let the Vampire feed on you, you will PERMANENTLY lose 1 point from your Strength, Agility, Intelligence, and Constitution scores, AND have your current health reduced to 1! There is no way to restore the lost Stat Points.
After the child has been freed this quest is technically over and you can return to Caroline for some experience. If you want to kill the vampire, however, you will need to use Lockpick (Level 2 worked) on the locked gate to open it (you can also try Telekinesis on the lever on the other side of the wall), then click on the coffin to get the Vampire to attack you. Kill him and then take the key that was inside the coffin and use it to unlock the chest for some treasure.
The Black Market
Talk to Marcus and he will tell you that one of his supply wagons has gone missing. Offer to track down the missing wagon. You can find the wagon sitting next to a road on the edge of the Dwarven Forest. Talk to the driver and he will tell you that the wagon has a broken wheel and it needs to be replaced ASAP. Run back to Marcus and tell him about the wagon's plight and he will give you a new wheel to deliver to the wagon.
Unfortunately, when you go back to the wagon you will find out that it has been attacked and burned. (There is nothing you can do to prevent this from happening.) Follow the trail of blood until you find the wagon drivers. (...or what's left of them...) Go back to Marcus and report what happened; he will ask you to find out where the cargo ended up.
Note: After you find out that the missing caravan has been burned, go ahead and throw away the wheel that Marcus gave you. There is no more use for it and on top of that it's pretty dang heavy.
Go back to where you found the bodies and continue on to the east until you see a cave. Go into the cave and search it until you find a note saying that the cargo has been taken to the Black Market. Take the note with you, and as you leave you will be attacked by two thieves. Kill them both and return to Marcus.
Marcus will tell you about Tingalf, who might know the location of the Black Market. You can find Tingalf standing outside of Geoff's shop; talk to him and pump him for information and he will let it slip that the Black Market is located in the sewers under Rivertown Market. Enter the sewers through the Rivertown Market entrance.
The Black Market is located directly to the east of the entrance to the Rivertown Sewers. As you approach the Black Market you will be stopped by a man named Pedro. You will likely have to fight him and his goons. After you defeat them loot the area and then report back to Marcus.
Steal from Geoff
You will notice that Geoff, the Weapons Dealer, spends all his time in his forge outside his shop, only going inside when you want to buy something from him. You can take advantage of this by dropping one of your Teleporter Stones inside his shop, and then leave the area to get Geoff to exit the store. Then use the Teleporter Stones to enter the store without Geoff there to stop you from robbing him blind.
Dwarven Village [#007.9]
The Shrine of Good and Evil
In the hills to the southwest of the Dwarven Village there is a magic orb sitting on an altar. A book conveniently placed nearby will explain that this is the Shrine of Good and Evil and it will give you a blessing (or a curse) depending on your alignment. Just click on the orb to get a one-time stat bonus. (or penalty)
Unfortunately the bonuses seem to be totally random; one time you might gain Intelligence, another you might lose Strength. The only advice is to save before you take the bonus and then reload until you get a bonus that you want.
Rimmer's Long Lost Brother
When you talk to Rimmer in the Brewery he will tell you that he hasn't seen his brother, Strobur, since he left the Dwarven Halls. He would like you to go to the Dwarven Hall and find out how Strobur is doing.
After talking to Rimmer, go to the Dwarven Hall and find Strobur. He also wants to find out how Rimmer is doing. Tell him that Rimmer is doing fine and he will reward you. Go back to Rimmer and tell him about Strobur and he will give you 5 bottles of Ale as a reward.
Dwarven Bread Inn [#007.10]
The Barfight at the Dwarven Bread Inn
In the basement of the Dwarven Bread Inn there is a makeshift boxing ring where fighters amuse the drunks by beating each other senseless. If you really want to join in on the fun talk to Sean and tell him you want to fight. He will set up a match against Burleigh, the Barfight champion. If you beat him you will get the prize money and some experience; if you don't, try again later when you are a bit stronger.
Note: You will be stripped of ALL your equipment when you enter the Barfight. (So no Frost Weapons for you!) You will not be able to use ANY skills in there either. (Because Hellspikes are definitely not a part of Queensbury Rules...) There is a way around this, however — if you drop a weapon or a piece of armor in the ring before you talk to Sean and start the Barfight, you can then grab the equipment and use it against Burleigh.
Punch-Drunk Love
When you first enter the Barfight area at the Dwarven Bread Inn you are treated to a cutscene of a man named Christopher having his face rearranged by Burleigh. If you talk to him afterwards he will explain that he was trying to impress his girlfriend Silvana with his Barfighting prowess — unfortunately, he has none.
Go back upstairs to find Silvana and talk to her. She is worried about Christopher's Barfighting career and wonders why on earth he wants to do it. Tell her that Christopher is doing this to win her love and she will tell you that she already loves Christopher and doesn't want him to get hurt.
Go back to Christopher and tell him that he's a big dope and that Silvana already loves him, and he will run off to be with her. Go back to Silvana and she will thank you for knocking some sense into Christopher and give you 3 minor healing potions for your trouble. Alternatively you could tell Christopher that Silvana could never love a loser like him and he will run off to break up with Silvana. All this does is get Silvana and Christopher rather upset at you and Silvana won't give you the healing potions.
Northern Rivertown [#007.11]
Memories of a Former Life
To the northwest of Aleroth you will find what looks like a bent sword on the ground. Approach it and your character will comment that this place seems familiar. This place is actually where the events in the Opening movie took place. There doesn't seem to be anything special that happens here, though.
The Adventurer Trap
As you follow the road south of Aleroth you will find a trail of gold pieces leading away from the road to the east. Follow the trail and you will find a bunch of treasure just lying out in the open. When you approach the treasure, however, you will be ambushed by Orcs. (Including one of those accursed Orc Wardrummers...) Kill them all and take the treasure.
The Abandoned Farmhouse
To the north of the Cursed Abbey there is a locked house. You can find the key to the front door located in a haystack nearby. (Or you can lockpick the front door too.) Inside the house it will look like the place has already been looted. Move the bed to find a locked hatch; the key is hidden under some packages along the west wall. Open the hatch to find some treasure.
The real treasure of this house, however, is the bed itself. It's the only bed in the game that is moveable, so you can take it with you and use it whenever you wish. (You can even use it while it's still in your inventory...)
The Cursed Church
When you first enter the Church to the north of the Cursed Abbey there is a cutscene showing Father Theofolus and a monk being attacked by Ghosts. Father Theofolus does what you expect any great religious leader would do in this situation — he runs and hides inside the confessional while leaving the monk to die.
Kill all the ghosts and the Lich wandering around and then go to the confessional and convince him to let you in. Inside the confessional talk to Father Theofolus; he will wonder what is making the spirits angry. (If you have already been through Stormfist Castle there is a special conversation path that will open up about the Merchant's Meeting. Theofolus was there at the Merchant's Meeting and was the one who wanted you to be executed.) When you are done talking to him leave the confessional. After you leave there is a scene with the altar boy adding a "Special Ingredient" to the chest in front of the altar. Report this to Father Theofolus and he will expel the altar boy and break the curse on the Church.
After the altar boy is expelled you can find him wandering around in the area just north of the Quarantine Area. If you talk to him he will tell you that he was trying to get kicked out of the church. You can give him some money if you want to, but there is apparently nothing more you can do about this.
Sir Markham
As you follow the road north from Rivertown Market to Verdistis you will stumble upon a knight named Sir Markham who is fighting some trolls. Help him out (or at least try to, as he will likely kill them all before you can even get an attack in) and afterwards he will thank you for helping him. After you say goodbye he will stop you and ask you to investigate the Dark Cave. Agree to do so and after you rescue the boy from the Vampire there (see The Dark Cave, above) report back to Markham and he will teach you a level in Bless.
Nericon's Garden
When you talk to Otto to the south of the garden he will tell you about the teachings of his former master. If you go along with him he will give you a book with his master's teachings. He also tells you that he needs to enter the Garden; unfortunately the key to the gates is currently being held by Blake, who is in no mood to hand over the key to a bunch of religious wackos.
Go to Blake in the Rivertown marketplace and ask him if he has anything rare for sale. (Asking him about Otto won't get you anywhere.) He will say that he has a key to Nericon's Garden and he will sell it to you if your reputation with him is over 10 (or maybe 15). If he won't sell you the key you can either buy/sell with him or go out and complete quests to raise your reputation with him until you can buy it for 100 Gold Pieces.
WARNING: There is apparently a bug with this key that allows it to not only unlock the Garden's Gate, but also the Gate to the cemetery above Stormfist Castle! Do NOT use this key on the cemetery gate, as you will then be unable to enter the Garden!
When you get the key go to the garden and unlock the gate. In the northeastern corner of the garden there is a statue that you can click on. If you have the book that Otto gave you in your inventory then the statue will speak to you. It wants to know if you have read the book Otto gave you, so it will give you a pop quiz about it. The answers to the questions are:
- Experience
- Truth and Untruth
- Good, Neutrality, and Evil
After you answer the statue's questions correctly you will get some experience and a level in Restoration. If you didn't answer correctly he will instead blast your heathen ass and then set a Snake on you! (Strangely enough, he also dropped a couple of items on the ground...)
You're not done with the garden yet. Make your way to the pond in the center of the garden and you will see several frogs jumping around. Kill every single one of them (you will need either a ranged weapon or some attack magic to be able to hit them) to open a portal. Go through the portal and you will end up in a small room with a locked door. The lever that unlocks the door is buried under a pile of packages in the northwest corner. Inside the unlocked room you find a Frog Statuette along with a couple of chests filled with gold.
Southern Rivertown [#007.12]
The Wishing Well
Search the southern edge of the Dwarven Forest until you find a well, and when you approach it will tell you that its name is Darsk Ceulg and it will grant you one wish. (...and only one!) The wish you can make (or even if you get a wish) depends on how much money you spend.
Here's what you can get for your money:
- Drop in 2 Gold Pieces: Darsk Ceulg gets angry and the wish is wasted.
- Drop in 10 Gold Pieces: Darsk Ceulg gets angry and the wish is wasted.
-
Drop in 100 Gold Pieces:
- "I wish to be healed completely!" — Gives you a Super Healing Potion.
- "I want to have an ally who can aid me in my battle with Orcs and other enemies!" — Summons a Spider to help you.
- "I wish I had an enchanted sword!" — You get a hint about the Holy Weapons, nothing more. This is a waste.
- "I wish I had two more wishes!" — Darsk Ceulg gets angry and the wish is wasted.
-
Drop in 1,000 Gold Pieces:
- "I wish to be stronger!" — 5 point bonus to Strength.
- "I wish to be more intelligent!" — 5 point bonus to Intelligence.
- "I wish to be more agile!" — 5 point bonus to Agility.
- "I want to have an ally..." — Summons a Skeletal Warrior to help you.
- "I wish I had an enchanted sword!" — Hint only; waste of money.
- "I wish I had greater experience!" — Enough experience to gain a level!
- "I wish I had a million gold pieces!" — Darsk Ceulg gets angry and the wish is wasted.
- "I wish I had two more wishes!" — Darsk Ceulg gets angry and the wish is wasted.
-
Drop in 10,000 Gold Pieces:
- "I wish to be stronger!" — 10 point bonus to Strength.
- "I wish to be more intelligent!" — 10 point bonus to Intelligence.
- "I wish to be more agile!" — 10 point bonus to Agility.
- "I want to have an ally..." — Summons a Scorpion to help you.
- "I wish I had an enchanted sword!" — Hint only; waste of money.
- "I wish I had greater experience!" — Same as the 1,000 gold piece wish.
- "I wish I had a million gold pieces!" — Darsk Ceulg gets angry and the wish is wasted.
- "I wish I had two more wishes!" — Darsk Ceulg gets angry and the wish is wasted.
The stat-raising wishes are generally the best value; a free level gain (relatively speaking) is hard to ignore too. The ones to avoid are the healing potion (a cheap potion, terrific...), the enchanted sword wish (a waste of money), and of course the ones that waste the wish.
Zombie Jake: Undead in Love
When you first enter the Graveyard to the south of the Quarantine Area there is a scene with a woman named Elora getting a visit from none other than Zombie Jake, who seems to be rather taken with Elora. He kidnaps Elora and takes her under the cemetery, summoning Corpses behind him to cover his escape. Cut your way through the Corpses and follow Jake under the cemetery.
After you arrive in the caves under the cemetery go to the northeast to find Zombie Jake and Elora waiting for you. Zombie Jake will attack you again. Kill him and Elora will thank you. There is no reward for this quest, other than the chance to kill Zombie Jake again.
Rescue the Hostages
When you are wandering around the Archer's Guild area you will be stopped by a boy who will plead with you to save his parents from some bandits that have taken them hostage. He will mark the location on your map and tell you to sneak in the back door.
Approach the house from the North and look around for a key that will open the door to the kitchen. Inside the kitchen there is a key that opens the bedroom door. You will find the kid's parents inside the bedroom. Get them out of the house and you can kill the rest of the bandits at your leisure.
The Vanishing Emerald
To the southwest of the Quarantine Area there is a beggar named Malachias who will ask you for some spare change. Give him some gold pieces and he will tell you that down the road there is an Emerald that vanishes when you get near it. After talking to Malachias, follow the road to the east until you see the Emerald. When you get near it, it won't vanish — it will just move a few feet away. Continue to follow the Emerald until you bump into a mage named Boratus who will set some thugs upon you before running off. (You won't be able to stop him from running off.) Kill the thugs and... well... that's it. The quest log will list this quest as completed, and there doesn't seem to be any more dialog options about the Vanishing Emerald with anyone.
Note: From what Malachias tells you and what is written in your quest log I think the Emeralds are only supposed to show up at night. Triggering the ambush during the daytime also seems to work fine. (This is probably a bug.)
Verdistis [#007.13]
Joining the Merchant's Guild
To join the Merchant's Guild you first need to talk to Malcolm; he will inform you that you could pay a 10,000 fee to join, or you could help him clear up a little problem. It seems that Maria, a woman living in the poor section of Rivertown, is planning on assassinating a member of the Merchant's Guild and he wants you to do a pre-emptive strike by assassinating her. Agree to help him out (for now...) and leave for Rivertown.
Maria can be found in her house in the area to the north of the quarantine area; talk to her and get her side of the story. It seems that her family was ruined by the Merchant's Guild, and it was Malcolm's corruption that caused their downfall. She tells you that Malcolm has been skimming for years, and that you should search Malcolm's house for evidence.
Back in Verdistis, go to Malcolm's house to the south of Sir Dante's Mansion. Inside his bedroom you will find a book on top of the cupboard. This is the evidence you need to expose Malcolm, so take it and go to Trevor in the Merchant's Guild. When you show him the book you found he will have Malcolm arrested and he will give you a lifetime membership into the Merchant's Guild.
Buying a House
When you ask Trevor in the Merchants Guild about purchasing a house he will say that only members are able to rent or buy a house AND you also need a recommendation from someone who was born in Verdistis. To do this you first need to expose Malcolm and join the Merchant's Guild, and then you can tell Trevor about Maria's plight and he will agree to help restore her family's reputation.
Go back to Maria and tell her the good news, and she will immediately leave for Verdistis. Go back to the Merchant's Guild to find Maria inside; ask her for a recommendation and she will gladly give you one. You can now talk to Trevor who will allow you to rent or buy Malcolm's old house.
You can rent the house for 1,000 gold pieces a month or buy it outright for 30,000 gold pieces. Renting is a MUCH more cost effective way of getting the house — you would need to rent for around 900 game days before you reach the 30,000 you'd spend buying it outright. Then again, you may just want to buy it to avoid the hassle of remembering to pay the rent.
Note: If you forget to pay the rent then Trevor will take back the house and won't allow you to rent (or buy) again.
Rescue the Cat
Outside of the Merchant's Guild there is a little girl named Diana who will tell you that her cat Cosmo has gotten himself trapped inside the cellars of the Merchant's Guild. When you become a member of the Merchant's Guild you will be able to get into the cellars and unlock the northwestern door, then go inside the room to find the cat. It will run off to rejoin Diana, so go back to Diana and she will thank you and tell you that she saw some men stuff something into one of the chicken coops. Go to the chicken coop in western Verdistis and look inside to find 500 Gold Pieces. (And get attacked by a snake for your troubles...)
Sir Dante's Brooch
Talk to Randell, Sir Dante's secretary, and ask him if he has any work. He will ask you to pick up a brooch from Elmer Vignus, a jeweler in the Dwarven Halls, and bring it back to him. Go to the Dwarven Halls, find Elmer and pick up the brooch, then take it back to Randell. That's it. It doesn't get more Fed-Ex than that, folks.
Demon Summoning for Fun and Profit
When you first enter the house to the south of the central park your character will make a comment that it sounds like a battle is going on in the next room. Go into the next room and Corinna will ask for your help in finishing off a demon. Go ahead and help out. After the demon is destroyed talk to Corinna again and ask her about summoning. She will offer to teach you in the art of demon summoning if you bring her 3 things: a bottle of wine, a special book, and the branch of a talking tree. She can also give you hints on the locations of the Holy Weapons, buy and sell magic stuff from her, and if you show her one of the Treasure Maps you might have found she will mention that Mpenzak has one just like that.
The Bottle of Wine
Corinna will tell you to get the wine she wants from Pierce's shop. Go to Pierre's wine shop and ask him for some of the wine that Corinna wants. He will inform you that Anthrabert had just purchased his last bottle. Go into Anthrabert's room at the Ducal Inn and ask him about the wine. He will refuse to sell it to you, but he says he will give you the wine if you do a favor — specifically, to destroy Mpenzak's cart. Destroying Mpenzak's cart is a very evil thing to do. If you want to do this, go to Mpenzak's cart and click on the lamp to destroy the cart, then go back to Anthrabert for the wine.
An alternate way of doing this is to refuse, and after a game day or two you will see that Anthrabert has gotten someone else to do the job. When that happens, go to Captain Perrewis who is standing next to the burned cart and tell him that Anthrabert wanted the cart destroyed. He will leave to arrest Anthrabert. Go back to Anthrabert's room and take the bottle of wine on the floor of the now empty room.
Note: I've heard that if you agree to burn Mpenzak's cart but don't do it immediately then Anthrabert will still get someone else to burn the cart. This can lead to a glitch where he won't give you the wine or leave it behind when you turn him in, resulting in a broken quest.
The Book
Corinna will tell you that the book WAS at Sir Patrick's Mansion, but she asked her friend Penumbra to "borrow" it for her. Unfortunately, the Thieves Guild tends to frown on unlicensed "borrowing," so Penumbra has been captured and is being held inside the Thieves Guild. So you will have to go and rescue her and get the book.
Go inside the Thieves Guild (you must be a member; see "Joining the Thieves Guild" in Part IV of the main walkthrough) and Penumbra's cell is located at the far eastern room. There is a guard outside her cell; to get him to leave you need to talk to him and exhaust your dialog options, then leave the room. He should then leave to "relieve" himself, leaving you alone to open the cell. The key to her cell is located on the table next to the cell door — take it and open her door. Penumbra will thank you for saving her and tell you to meet her back at Corinna's house.
Penumbra is there, but she won't give you the book until you do her another favor. She wants you to go and get HeartSeeker, her dagger, from the Town Watch Building. Go into the Town Watch Building and take the key that's inside the eastern table in the first room. (It's not on the table; it's INSIDE it, like a chest.) The dagger is inside the treasure room in the western wing of the building. To get to the room you can either go through Commander Kratus' room or through the locked door in the first room. (The door is trapped, so be careful.) There is a key for this door inside Kratus' room, so you might want to just lockpick the door. Note that Kratus will wander into his room and the hallway outside of the Treasure Room from time to time, and he will kick you out of the building if he catches you. Grab the HeartSeeker dagger (and whatever else you want) and return to Penumbra. Give her the dagger and she will give you the book.
The Tree Branch
The final ingredient is a branch from a talking tree. Corinna tells you that Mpenzak might have one for sale. If you go and ask Mpenzak about this he will sell you a tree branch for 200 gold pieces. You don't want to use this branch (trust me on this one), so instead you will have to go all the way to the Dark Forest to find the tree with the branch you want.
Inside the Dark Forest, the talking tree where you get the branch from is located to the southeast of the Warrior's Guild. The branch you want is lying on the ground next to the tree. Grab the branch (see "The Ancient Tree" in the Dark Forest section for more info on dealing with this tree) and return to Verdistis.
The Summoning
When you find all three items go back to Corinna and she will tell you to go get some Nightflower from her garden and then follow her into the basement. Grab the Nightflower and go into the basement; there Corinna will tell you to put the items you collected into the northern pentagram, then stand in the western pentagram. Do as you were instructed and Corinna will start the ritual. If you got the Tree Branch from the Dark Forest, then the ritual will succeed and you will get experience along with a skill level in Banish. If you used the branch that can be bought from Mpenzak, however, the demon will go berserk, killing Corinna and then attacking you.
Sir Patrick's Loan
If you talk to Sir Patrick in his mansion he will offer to loan you 1,000, 3,000, or 10,000 gold pieces. The catch is that you will have to pay him back in full plus 150, 750, or 3,000 gold pieces (depending on how much you borrowed) within 15 days or... something will happen. Money in Divine Divinity is so prevalent that you should be able to get by without going to this loan shark, however.
Leptine's Grain Bill
If you talk to Leptine in his shop to the north of the Ducal Inn he will complain that Hugh hasn't delivered any grain in a while. Offer to go talk to Hugh about it and leave for Hugh's house in the Farmlands.
When you talk to Hugh about the grain shipment he will rather bluntly tell you that he will not send any grain to Leptine until he settles his 3,000 Gold Piece debt. Offer to pay the bill for Leptine and Hugh will eventually agree to settle the debt and deliver the grain. Go back to Leptine and tell him the good news to finish this quest.
Tutamun
If you talk to Commander Kratus at the Town Watch Building he will tell you about a string of murders and how he suspects that Pierce the Wine Merchant is responsible. After he tells you this, go to Pierce's wine shop and confront Pierce directly about these allegations. He will deny that he had anything to do with the murders and will agree to let you search his cellars.
Go down into the cellars and go to the far eastern room. The northern wall here is illusionary — you can walk right through it. In the room beyond the illusionary wall you will come face-to-face with the vampire Tutamun. After a brief conversation in which he reveals that he is indeed the one responsible for the murders, he will attack. Kill him and then report back to Kratus for a reward.
Note: Tutamun is also the one who murdered George in Aleroth (see "George has been Murdered!" above). Be sure to confront him about this while you are talking to him, as you won't be able to finish that quest without doing so.
Graham's Vengeance
There is a man named Graham who is standing at the bar of the Ducal Inn. He will tell you that he lost an eye because of the treachery of a man named Cirgon and would like you to help him get back at Cirgon. Go and confront Cirgon and he will tell you that he blinded Graham because he caught Graham sleeping with his wife, and now he wants you to get revenge on Graham for him! You can kill either Graham or Cirgon and then go to the other for a reward, or forget both of those horrible people and go drink some Ale.
The Brothel
This, uh... "quest" starts when you overhear some women gossiping outside of Corinna's house about Afrasam at the Ducal Inn. It seems that Afrasam is running a little "side business" and one of the women's husbands has been a regular customer there. After the women are done talking, go to the Ducal Inn and talk to Afrasam. There should now be dialog choices where you will ask to see either "Magdalena" or "Yaniz." Afrasam will tell you to go see Leptine. Leave the inn and go to Leptine's store to the north of the inn and tell him Afrasam sent you. He will show you to a hatch hidden under some packages. Use the hatch to enter Divine Divinity's one and only brothel. Just go up to one of the girls (or guys...) and pay 250 gold pieces to have some fun!
The Beggar Child
While you are exploring the city you might be approached by a little girl who will ask for some spare change. Give her a gold piece and you will receive some experience. Don't fall for her story and give her 10 gold pieces, however — you will just end up being swarmed by the little snots. If you do get swarmed, you can just give them more money to make them go away.
Reunion with Verlat
While you are wandering around the city you might bump into Verlat, the soldier you cured back in Aleroth. (If you did cure him...) He will thank you for saving him and give you a ring as thanks.
The Golden Jugs in Arakand
When you enter Arakand as part of the Imp Council Member quest you will find several locked Golden Jugs scattered around. You can find the keys to the jugs either lying around on the ground or on the Bees (or Wasps, whichever side you did NOT side with) that won't attack you. The treasure inside the jugs is minor, but opening the jugs will cause something strange to happen — from being teleported to a different section of Arakand, to getting enough experience to gain a level, to having the Grim Reaper show up to summon an Angel of Revenge!
Baud's Tea
Go to the healer's house and talk to the healer there. Ask him about his healing methods and he will tell you about a man named Baud and his mysterious tea. After he is done he will mention that he hasn't seen Baud in months. If you look in the southeastern corner of the house you will see a well-hidden hatch under one of the beds.
Take the hatch down to the basement and move all the barrels that are blocking the door to the west. Inside the west room you will find three barrels of Baud's Tea waiting for you. The only real use for the Tea that I've found is to threaten/kill the Ancient Tree with it.
Polymorph Chests
In the sewers under Verdistis there are a couple of chests that are trapped with a Polymorph spell. If you open one of these chests and have a Spiritual Resistance lower than 15 then you will be turned into a bunny or some other harmless animal. Normally this would just be an annoyance, but there is a bug with the spell that makes the effect permanent! This means that you will be stuck as an animal FOREVER! The chests are located somewhere in the southern area of the Verdistis Sewers.
Thieves Guild [#007.14]
Note: You must be a member of the Thieves Guild to be able to do these quests. (See "Joining the Thieves Guild" in Part IV of the main walkthrough.)
Get some Training
If you talk to Rob after you join the Thieves Guild he will offer to train you in either the Lockpick, Evade Trap, or Deadly Gift skills. He will only train you in one of these skills, so choose wisely.
Finnigan's Magic Lockpicks
When you talk to Finnigan after you join the Thieves Guild he will ask you to retrieve a set of Magic Lockpicks that Commander Kratus of the Town Watch has taken from him. The lockpicks are located inside one of the tables in the main room of the Town Watch Building. Just take the lockpicks (keep an eye out for Kratus, as he will raise the alarm if you take the lockpicks while he is nearby) and go back to Finnigan for a reward of a stamina potion and a normal set of lockpicks.
Before you give the lockpicks back to Finnigan, however, you should know that you can use these Magical Lockpicks an unlimited number of times without using them up. Not only that, but the Magical Lockpicks also give you a 20 point bonus to Agility just by having them in your inventory! If you give them back, the lockpicks will be gone forever, so you should probably just keep them.
WARNING: Whatever you do with the Magical Lockpicks, do NOT drop them onto the ground, as they will vanish and you will lose them forever! Fortunately the latest patch has fixed this.
Rodgar's Lockpicking Challenge
When you talk to Rodgar he will challenge you to unlock five doors, and will give you 5 Lockpicks to do so. You will need to have five levels in Lockpick to be able to open all of the doors and win his challenge and the prize.
Note: If you don't have enough skill levels in Lockpick to unlock all of the doors you can return to Rodgar and he will offer to train you in Lockpick. (A much better prize, in my opinion...) If you take the training you won't be able to win the money.
Dark Forest North [#007.15]
The Sword in the Stone
Near the Elven Ruins you will see a sword that is stuck inside a stone. As you approach, the sword will speak to you and ask (more like demand...) to be drawn from the stone. Click on the stone to take the sword... and release a homicidal spirit that is hell-bent on killing everything! (Terrific...) You will need to kill the ghost, and it will then retreat back into the stone. After that you can click and drag the sword you took back onto the stone to seal the spirit away again. (Watch out — if you take too much time to do this then a fully-healed spirit will pop out of the stone and attack you again.)
WARNING: Do NOT leave the Dark Forest map while the spirit is still unsealed, as the spirit will go and kill everyone on the Dark Forest map while you are gone!
Save the Women
While wandering around the Dark Forest, you will run into a group of men who will beg for you to save their wives from some trolls. They will mark the location of where they think the trolls are on your map. Go to that location to find out that the group of men is waiting for you there. They will explain that they are actually assassins hired by Elona (er... Iona) and the whole wives-kidnapped-by-trolls story was just a part of their "brilyant" plan to KILL you! After some witty banter (or not) they will attack — kill them and move on with your life.
The Collector's Urn
On the road that leads south from the entrance to Rivertown you will see a small camp. Inside the camp is a man named Raymond who will ask you to retrieve an urn from a nearby cave. When you agree to help him he will warn you that he has already sent some mercenaries there and they have not returned.
Go to the cave Raymond marked on your map, slaughter the rather perturbed residents inside, grab the urn, and take it back to Raymond. Simple.
The Warrior's Guild
In the middle of the Dark Forest map you will see a fortress sitting on top of a plateau. This is the Warrior's Guild, where beefy boys can learn the Way of the Whack. To enter the Warrior's Guild you will need to find the stairs that are on the south face of the cliff.
Inside the Warrior's Guild talk to Alrik about becoming a member and he will tell you that you will have to pass two tests to join.
Note: These tests involve fighting some of the toughest enemies outside of the Black Ring. I would definitely recommend waiting until you are at least level 35 before taking these tests.
The Eye of the Cyclops
The first test requires you to retrieve an artifact called the Eye of the Cyclops from... the Warrior's Guild basement? Go down the stairs into the basement and you will find that it has been overrun with undead. Fight your way down another set of stairs and you will find yourself in a large central room with smaller rooms to the north, south, east, and west. The room to the east holds the Eye of the Cyclops that you need. Unfortunately the door to the east room is locked — in fact all the doors are locked except for the northern one. Go into the northern room to find a lever; pull the lever to unlock the western room. Now go to the western room to find a lever that unlocks the southern room, and in the southern room there is a lever that will finally unlock the eastern room.
Note: If you stand on a certain spot inside the western room (behind one of the statues) you will be transported to a secret room. The only thing inside is a pedestal with the KAA GENT scroll on it. This is a little Easter Egg added by Larian; there is no reward for reading the scroll or taking it with you. (Apparently, KAA GENT is the name of a Belgian soccer team that some of the programmers at Larian are big fans of.) Once you leave this secret room you will not be able to return to it.
In the eastern room you will find the guardian of the Eye, who will attack you. This is a tricky battle, as he can summon Infernal Conjurers who will in turn summon Infernal Skeletons — if you are not careful you can be easily overwhelmed. When you overcome the Guardian, open the pot in the center of the room to find the Eye of the Cyclops, which turns out to be a real eye! (EWWW! GROSS!) Take the Eye back to Alrik to receive the second Warrior's Guild quest.
The Heart of the Dragon
Now Alrik wants you to retrieve an artifact called The Heart of the Dragon from a cult that is holed up in the Imp's Abandoned Castle. The castle is perched on top of a cliff, so you will need to find the staircase up the cliff.
Inside the castle you will need to fight your way through to the end where you will come face to snout with another Dragon Rider. This guy can kill you with one shot of his elemental breath weapon. To stand a chance against him you must raise your resistances — drink an Elixir Potion before you fight him and equip any resistance-raising equipment you have. When you manage to kill the Dragon Rider it will drop The Dragon Heart Gem. Take the Gem back to Alrik to pass the test and become a member of the Warrior's Guild; Alrik will train you in Boomerang and let you keep the Gem for good measure.
WARNING: The Dragon Rider will ONLY drop the Heart if you have the quest to retrieve the gem from Alrik. If you just wander in and kill the Dragon Rider before Alrik sends you there then you will be unable to get the Heart, meaning you won't be able to join the Warrior's Guild OR complete the Dragon Armor set.
The Sparring Match
In the courtyard of the Warrior's Guild you will see two guys fighting each other. Go up and talk to Master and challenge him to a duel. Fight and defeat him (be careful, he is HARD!) and he will train you in either Augment Offense or Augment Defense.
Dark Forest South [#007.16]
Slay the Stalker
You will run into a Hermit standing outside a cabin who will tell you about a monster that is terrorizing the area. Agree to kill the monster and he will mark the cave where the monster is hiding. Go into the cave (the flowers outside the cave will cause your character to sneeze...) and fight your way to the back to find... the Hermit? He will explain that he is really the Stalker and that he disguises himself as the Hermit to lure would-be heroes into his cave so he can eat them. ...and guess what? You're his next meal! He then attacks you, so give him some Marked One Justice! After killing him, loot the cave along with the cabin that the Hermit once occupied.
Note: Be sure to keep the Silver Breastplate you find after you defeat the Stalker. You will later be able to upgrade the armor into the Armor of Larian.
Elven Lover
In the Elven Village you will find an Elven maiden standing in front of a well. (The person standing there depends on the gender of your main character: if you are playing as a male it will be a woman named Eleana, and if you are playing as a female then it will be a man named Elean. The quest is the same regardless of who gives it to you.) When you talk to her you can express your feelings of love for her, but she will say that she can't marry you as long as the war between the Elves and Dwarves is looming.
After you stop the war by completing both the Elven and Dwarven Council Member quests you can return to her and tell her that you've stopped the war (you get experience for this), but she will say that she still cannot marry you until you bring back a necklace that her grandmother lost a very long time ago. She gives you a scroll that has a picture of the necklace you are looking for. Take the scroll to Elmer the Jeweler in the Dwarven Mines, and ask him to make a copy of the necklace. (The real necklace is not in the game, so you have to have Elmer make a fake to complete this quest.) Come back in a day or two (game time) and he will give you the necklace. Take the necklace back to Eleana and she will agree to marry you. You now have your very own Elven fiancée! Hooray!
Evil Transformation
As you follow the road to the south of the Warrior's Guild you will be approached by a boar who talks! He explains that he was transformed into a boar by an evil mage. He marks the location of the mage's cabin on your map and asks for you to find a way to cure him.
Inside the mage's cabin click on the portrait on the wall to reveal a secret room with some stairs leading down to the basement. Inside the basement there are three cells holding different animals — one has a couple of wolves, one has a snake, and the last one has a cow. Click on the cell door that holds the cow and she will explain that all of the animals here have been transformed by the mage. She will beg you to free the others before the mage comes back. If you free the wolves first, then they will help you fight the mage. The snake, however, will attack YOU if you free it, and the cow won't do anything.
After freeing one of the animals, Boratus, the mage responsible for transforming the animals, will show up and attack you. (Remember him? From "The Vanishing Emerald" quest?) Kill him and take the key he drops. Go back upstairs and use the key to open the locked chest. Inside you will find a note detailing what you need to undo the curse on the animals. The first thing you will need is some Holy Water from the priest in the Dwarven Halls.
Talk to the Dwarven Priest in the Dwarven Halls and he will tell you that he can give you some Holy Water, but ONLY if you bring him the Holy Grail. Find the cave that the priest marked on your map (it is northwest of the Imp's Deserted Castle), go inside, kill anything that moves, and then find the Holy Grail. Take the Grail back to the priest and he will fill it with Holy Water.
Back at Boratus' cabin you can use the Holy Water to return the animals back to their original forms. Finally, go back to where you first met the talking boar and he will approach you again. When you offer to change him back, however, he will refuse, saying that he wants to stay with his new porcine girlfriend! (...)
Alchemist's Apprentice
You will find a very reclusive Alchemist named Medicus living inside a cabin to the southwest of the Warrior's Guild. He will tell you that he will make you an apprentice if you bring him a root from the Ancient Tree. Leave the shack and go find the Ancient Tree and take the root that's at the tree's base. (See "The Ancient Tree" below to see how to deal with the tree.) Take the root back to Medicus and he will train you in the Alchemy Skill.
The Ancient Tree
To the southeast of the Warrior's Guild you will run into a Talking Tree. You will know you are getting close when it starts to rain, and an Elven scouting party appears out of nowhere warning you that there's a rather ticked off Ancient Tree nearby. If you ask them why the Ancient Tree is so hostile they will mention the Tree's fear of Woodcutters. Approach the Tree and it will demand to know what you are doing here. You can tell him that you are a woodcutter to scare him into giving up the items you need, or you can threaten him with some Baud's Tea if you have it. Finally, you can tell him that you are just leaving and he will let you go — then you can dash in and grab the stuff and leave before the Tree does anything. If you tell him anything else then he will attack by summoning a LOT of Infernal Corpses and by shooting powerful (albeit slow moving) projectiles at you.
If you really want to kill the thing then you will need to have some Baud's Tea with you. Make sure that the barrel is open (click on it if it's not), then stand next to the Tree and drag and drop the open barrel onto the Tree and that should take care of it.
Note: The root and the branch will only be there if you have gotten the necessary quests from Medicus and Corinna.
The Holy Items Quest [#007.17]
You will get this quest when you read the appropriate book inside the Cursed Abbey. (Or, if you are like me, you will get it when you stumble over the Sword in Iona's Dungeon...) To complete the quest you will need to find the Sword, Dagger, and Amulet, then find the Sacrificial Chamber and sacrifice two of the holy items to power up the third. Note that the Holy Items will be un-equipable until you go through with the sacrifice.
The Sword
The Sword is probably the easiest Holy Item to find. It is inside the Cave of Illusions in Iona's Dungeon (the one that is filled with Gems). To open up the cave you will need to extinguish a candle that is sitting in the middle of a pentagram to the south of the cave. Go inside the cave, the gems inside will disappear, and then search the rear of the cave to find the Sword.
The Dagger
The Dagger is located inside the Thieves Guild, so you will need to be a member to get it. The Dagger is found inside a book that is on the Thieves Guild Leader's desk. You should be able to easily open the book and take the Dagger without having any problems. (As long as you are a member of the Thieves Guild, that is...)
The Amulet
The Amulet is the most difficult of the holy items to get. It can be found in a cave under the Elven Ruins of the Dark Forest. There are actually two entrances to the cave — one in the middle of the Ruins and one to the west of the Ruins.
Sacrifice
After you find all three Holy Items you will still need to find the chamber to sacrifice the items. The sacrifice chamber is located to the northeast of the Church in Rivertown. You can find the stairs to the chamber hidden inside a cluster of trees there. Inside the chamber you should find a statue with a couple of blue circles painted on the floor and a cluster of four tombs to the south.
WARNING: Do NOT touch any of the four tombs in the south of the sacrifice chamber. If you do, you will not be able to initiate the sacrifice dialog or get the powered up Holy Item. So look but don't touch.
Stand in the easternmost circle (if you can't see it then try fiddling with the game's Gamma Controls) and you should get a dialog asking which two items you want to sacrifice and which one you want to keep. Make your choice (whatever you think will help you the most) and the powered up Holy Item will appear in the western circle.
Note: The actual statistics of the item you get are randomly generated when you first point your cursor over the item. So if you don't like the item you got you might want to reload and try again until you get something you like.
The Dragon Armor Set [#007.18]
After completing the Dwarven Council Member quest (see Part V of the Main Walkthrough) and after showing King Dunatrim the note that tells of the Mayor's part in the plot, he will mention the Dragon Armor Set. If you ask him about it he will tell you that there are 5 pieces in the set: Gloves, Belt, Shield, Breastplate, and Helm.
Note: Sometimes enemies will drop Dragon Amulets when beaten. These amulets are not a part of the set and have nothing to do with the items listed below other than their name.
Gloves
The Gloves are found inside one of the Burial Pyres at the Elven Graveyard. Just search the Pyres until you find the gloves and take them.
Belt
As you wander around in Verdistis you will be stopped by a woman named Raphirella who will ask you to help her settle a little family dispute. It seems that her father recently passed away and Zedzarine, her half-sister, is trying to worm her way into the inheritance. She wants to hire you for 50 Gold Pieces to prevent her half-sister from getting anything. Agree to help her and as if on cue, her half-sister will show up and a huge argument will break out. After they are done arguing they want you to make a judgment. It doesn't really matter what you say here — siding with the sister or remaining undecided will give you experience, while siding with Raphirella does not.
After they both leave, go to the house to the southwest and use the key that is inside a nearby log to open the front door (you can also lockpick the door) and go inside. In the southwestern room search one of the shelves to find a key; take it and continue on down to the basement. Watch out, because if you step in the center of this room the floor will give out and you will fall into the basement and have a good chunk of your health taken off. (Oddly enough, I got experience when this happened... Falling through the floor shouldn't be able to kill you.)
When you get to the basement (one way or the other), go to the west and you will see a chest that is blocked by a bunch of barrels. Move the barrels out of the way and use the key you found upstairs to unlock the chest. Inside the chest you will find the Belt and 1,000 Gold Pieces.
Shield
This one is found inside Stormfist Castle's Armory on a table. To get inside the armory where the Shield is held you will need to find a key. The key is in the library to the north of the Armory.
Note: You are only supposed to be able to get the Shield while you are inside the castle as the Lord Protector. If you missed it at that time, however, you can get it by using the Enter Stormfist Castle Anytime Cheat. (See Part II of the main walkthrough.)
Breastplate
This is definitely the hardest of the set to acquire, as you not only have to find the Breastplate itself, but you also have to repair it by finding the Heart of the Dragon and bringing it to Grischa, the Dwarven Blacksmith.
The Breastplate is in the possession of Sir Patrick in Verdistis. Go and talk to him about the Breastplate and although he is reluctant to give it up he will agree to give it to you if you agree to help him collect a debt from a man named Lucius. It's leg-breaking time!
Go and talk to Lucius about his debt and he will tell you that he can't pay. You will have to pay his debts off yourself. Go back to Sir Patrick and give him the money you "collected" and he should give you the Breastplate. (or what's left of it...)
Now you need to acquire the Dragon Heart Gem (see "The Warrior's Guild" above) and take both the Breastplate and the Gem to Grischa in the Dwarven Halls and he will use them to repair the Breastplate.
Note: Be sure to show the Dragon Heart Gem to Alrik before you repair the Breastplate, as you will lose the Gem when you repair the Breastplate.
WARNING: The Dragon Rider will NOT drop the Heart unless you have acquired the quest to retrieve the Heart from Alrik at the Warrior's Guild beforehand. (See "The Warrior's Guild" above.)
Helm
After you repair the Breastplate you can show the repaired Breastplate to King Dunatrim and he will give you the Helm.
The Armor of Larian [#007.19]
Scattered throughout Rivellon are four Treasure Maps that point to a fabulous treasure. When all four maps are acquired and the treasure is found you will also be able to access a secret Easter Egg area where you can meet the fine people who made Divine Divinity and get your hands on the nifty Armor of Larian.
The Four Treasure Maps
Before you can even enter the cave you will need to find the four treasure maps scattered around Rivellon:
- Purchased from Mpenzak for 500 Gold Pieces.
- In the far northeastern part of the Verdistis Sewers on a corpse.
- Inside a spider cave to the northwest of the Archer's Guild.
- Inside a locked prison near the entrance to the mines in the Dwarven Halls.
Note: The map found inside the Dwarven Halls prison is labeled "Scroll" instead of "Treasure Map."
After you get all four Treasure Maps you still need to find the cave. (Which is VERY well hidden — it is very easy to pass right by it even if you know where it is...) The cave is located in the far northwestern corner of the Dark Forest map, partially hidden by some trees.
The Treasure Cave
When you finally enter the cave, kill the spiders and find the door hidden behind the spider webs. (The door will only open if you have all four Treasure Maps in your inventory.) Your goal here is to find three Crystal Balls in this cave and bring them all to the Giant Stone Bowl. The Crystal Balls are all lying right out in the open and the only problem is finding the switches to unlock the doors. (...and the legion of skeletons waiting to eviscerate you...)
When you get all three Crystal Balls, take them to the Giant Stone Bowl and drag and drop them into the bowl to reveal a door. Go through the door and click on the shrine in the next room. This will summon a rather pissed off demon who will attack you. Killing the Demon will cause part of the wall to the south to disappear, revealing a passage. At the end of the passage is a room filled with treasure. There is an illusionary wall to the north that leads to a room with a Teleporter Stone that will take you to the Secret Area if you have the proper items in your inventory. (There is also a Tombstone here that has a rather touching tribute to the victims of the September 11th terrorist attacks.)
What You Need
Before you click on the teleporter stone here make sure you have the following items in your inventory:
- EXACTLY 2,002 Gold Pieces (not one piece more or less)
- 5 Bottles of Ale purchased from Rimmer in the Dwarven Village
- Silver Breastplate (see "Slay the Stalker," above)
- The 4 pieces of rope that are lying around the teleporter
- One of your Teleport Stones (and the other one is on the ground somewhere)
WARNING: The teleporter that is supposed to take you back from the secret area is broken — this means that the ONLY way to get back from the secret area is to use your Teleport Stones.
If you have all these things in your inventory when you touch the Teleporter Stone then you will be warped to the Secret Area. If you don't have these items then the stone will just warp you back outside the cave.
The Secret Area
When you first enter the secret area you will see 2 people who are having a bit of a philosophical discussion about the nature of good and evil before trying to murder each other. You can watch them go at it if you want, but since both of them are immortal don't bother waiting for a victor. Continue on and you will see a Prison Pit — to enter this prison you will need to use one of the pieces of rope you found in the treasure cave on one of the open prison pits.
Inside the prison you need to throw the lever to unlock the cell doors and then you can talk to the people who made Divinity. Continue doing this for the other three prison cells. In the last prison cell you will find a staircase down. You will come to a room with the many (MANY) bugs of Divine Divinity in it. They will all attack you — kill them all and then return to the previous level. If you talk to Swen after killing all the bugs he will gratefully upgrade the Silver Breastplate you were carrying into the Armor of Larian.
Note: For some strange reason the Armor of Larian is invisible. (It will look like your character isn't wearing any armor!)
Frequently Asked Questions [#008]
Q: In the first level of the catacombs I can't find the pentagrams where you are supposed to put the magic orbs in!
A: Try fiddling with the Brightness and Contrast of your monitor, as the pentagrams can blend in with the background if the screen is too dark. Also try increasing the brightness with the Gamma and Darkness controls under Options → Video → Visual.
Q: I can't find the front door to Dr. Elrath's house!
A: The front door to Dr. Elrath's house is on the north side of the building, hidden from view. Use the ALT key to highlight the door.
Q: Where are the three Elven Ceremonial Relics?
A: The first two Elven Ceremonial Relics needed for the Elven Council Member are lying out in the open and should be easy to find. The third Elven Ceremonial Relic is actually the Quarterstaff that Josephina drops when you beat her.
Q: When I went looking for the Imp Council member I found an Imp who told me to touch a Magic Sphere, but I refused to do it. Now he won't even talk to me!
A: You should not have refused him. There is a bug in this game that causes the imp (Zaknadrix) to give you the chance to touch the Magic Sphere and enter Arakand once and only once, whether you touch it or not. If you didn't touch Zaknadrix's magic sphere when you had the chance you are basically stuck. This bug seems to have been fixed with the latest patch. If the patch doesn't help, the only way to solve this is to reload a savegame from before you talked to the imp.
Q: Where can I find lock picks?
A: Other than random drops from enemies, just about the only character that consistently sells lock picks is Tingalf in the Rivertown Market area. Blake in the Rivertown Market carries them occasionally too.
Q: How do I open the Stormfist Prison Door?
A: As far as I know, you can't. The door can't be lockpicked even at max skill, and I haven't found a key that unlocks it.
Q: I can't find the dwarf inside the Dwarven Bread Inn who gives me the teleport scroll!
A: The dwarf that you get the Teleportation Scroll from leaves the Inn after completing Stormfist Castle and takes the scroll with him. Just take the scroll inside the Glenborus Town Hall instead.
Q: How do I pick up the Teleport Stones?
A: First open your inventory then click and drag the Teleport Stone into the open inventory screen. This technique also works on just about any item that you can't automatically pick up (books, furniture, even chests!).
Q: What do I do if I lose the Explosives I use to blow up the Orcs supply train?
A: If you lose (or sell) the explosives (or later, the poison you need to poison the Orc's well) you are out of luck — there isn't any way to acquire more and you can't finish the quest without them. The only options are to reload a savegame where you have the explosives or to leave the quest unfinished.
Q: When I go into this fort to the south of the Barracks these three Wizards show up and turn all soldiers into enemies! Is there any way to stop them from doing this?
A: No, there isn't. (Well, you could just avoid entering the fort entirely...) There also doesn't seem to be any way to make the soldiers friendly again.
Q: My character is losing Stamina constantly, even when he is standing still!
A: You are probably carrying the Halberd of the Rock that is found inside the Cursed Abbey. This item will constantly drain stamina while you are carrying it. Get rid of it to stop the stamina drain.
Q: An enemy dropped an item I want to get, but I can't pick it up!
A: This is a glitch that happens when the item a creature drops is actually dropped inside a wall or some other inaccessible place. To be able to pick up the item you will need to use the Telekinesis skill (one point should be enough).
Q: Where can I find the latest patch?
A: You can find it at [url=http://www.larian.com/Site/english/divinity/fix.html]http://www.larian.com/Site/english/divinity/fix.html[/url]
Q: Does this game have a multiplayer mode?
A: No, it doesn't.
Q: How do I set Hotkeys?
A: First open the menu with the weapon/skill/potion you want to assign. Then hover the cursor over the icon and press the key you want assigned. A little F(key number) symbol in the lower-left corner of the icon signifies that the Hotkey is set.
Q: Is there a level-cap in this game?
A: Sort of... There is no hard level-cap, but you are limited by the amount of experience you can get in the game. Going through the game normally you should be around level 50 by the end. You might be able to push into the low 60s if you do every quest and kill every monster, but that's about as far as you can go.
Q: How do I keep the Demon from killing Corinna?
A: The demon will kill Corinna if you brought her the wrong tree branch. You want to bring her a branch from the tree in the Dark Forest, not the one you buy from Mpenzak.
Q: How can I defeat those Orc Wardrummers!?
A: Wardrummers are definitely one of the more aggravating enemies as they can fully heal themselves after only a second or two. One way to kill one is to get him to attack you (he can't heal when he is attacking). Or you can use Freeze to stop his healing and then kill him while he's frozen. (Or just run away...)
Q: How do I keep those Dragon Riders from slaughtering me?
A: The Dragon Rider's big attack is when they start pelting you with breath weapons. These breath weapons are all elemental so it is your resistances that will determine how much damage you take. Raise your Magic Barrier skill, add resistance-boosting charms to your equipment, and drink an elixir potion or two before fighting them.
Q: Why am I being attacked by dogs/cats? How do I get them to stop?
A: If you accidentally kill any animal it will immediately turn EVERY ONE of that species hostile! There is nothing you can do to make them friendly again. So always remember to be kind to animals.
Q: Is there a demo for this game?
A: Yes there is. It's old (VERY old...) and it covers the events in Aleroth up until you meet Zandalor for the first time.
Q: My resistances are down to somewhere around -500,000! What's happening?!
A: This is a known bug that happens when you un-equip/re-equip a piece of equipment that has a bonus to the Magic Barrier skill on it. The latest patch should fix this problem.
Q: Where is the Farmland's Teleporter?
A: The Farmland's Teleporter is located in the southeast corner of a cow pasture, partially obscured by some straw.
Spoiler Questions — these questions pertain mainly to the story and/or characters. Skip this section if you want to avoid spoilers.
Q: Just what exactly is Arhu supposed to be, anyway?
A: Arhu is actually a battlemage who was turned into a cat by the Black Ring. (The "Polymorph" bug strikes again!)
Q: Elona or Iona?
A: Iona, I think... What seems to be going on is that Iona took on a new name along with a new form for her work inside Stormfist Castle. Then again, maybe the programmers simply forgot what her name was halfway through the game...
Q: Can I prevent The Demon of Lies from reviving the Lord of Chaos?
A: No, you can't. This is a story event and it will happen no matter what you do.
Q: Does the Divine One really kill the Lord of Chaos in the ending cinema?
A: That seems to be the sixty-four dollar question about the ending. Some think that he did and was taking the body out to bury it somewhere, while some think that he didn't and instead took the baby to raise it himself. (I personally believe the former happened, as the latter sounds too much like a bad 70's sitcom idea...) I guess we'll have to wait until Divinity 2 (or Beyond Divinity...) to find out just what really happened.
Cheats and Bugs [#009]
Note: Although Divine Divinity doesn't have any "official" cheats added to the game, there are a number of bugs and glitches that can be exploited for personal gain. Be careful about using the cheats — using any of these cheats will take a lot of the fun out of the game.
WARNING: Using these cheats can potentially cause your game to crash or your savegames to become corrupted.
Infinite Gold
First you need at least two gold pieces in your inventory. Hold down the Ctrl key and drag and drop a pile of gold outside of your inventory. A dialog box will pop up asking how much gold you want to drop. Using the keyboard, enter a negative number into the dialog box (e.g. -10). Now PRESS THE ENTER KEY and a pile of gold worth over 65,000 will appear on the ground. (This also works on any other stackable item, like potions, food, lockpicks, etc.)
Item Duplication
This works on any non-stackable item you have. First make a quick-save (Ctrl-S), then click and drag the item you want to duplicate outside your inventory but do NOT let go of the mouse button. Instead do a quick-load (Ctrl-L) and load the game WHILE STILL HOLDING DOWN THE MOUSE BUTTON. When the game finishes loading the item you were dragging will still be stuck on the cursor, while the original will still be inside your inventory, giving you two of that item.
Attach Unlimited Charms
(Sent in by evandar) (Fixed with the latest patch)
You will need to have a piece of equipment with at least one open charm slot. Click on the piece of equipment to open up the window that you normally add charms to. Now, instead of adding charms like you normally would, click on the piece of equipment again to open another charm window. Do this as often as you want, then go ahead and start placing whatever charms you want. Each window is separate from the other — you can add different charms to each window and the game will give you the appropriate bonus for each charm.
WARNING: If you place too many charms on a piece of equipment (like 50+ charms) then the game will crash whenever you place the cursor over that piece of equipment.
Monster Farming
There is a way to kill a monster multiple times, gaining experience each time. You will need at least one level in Resurrect, and a dead monster (preferably one you can defeat rather easily). Cast Resurrect on the monster (don't use Aura of Command on it), then leave the area, and the monster will change from being friendly back to being hostile. Now just return and kill them again. Repeat until you fall into a coma from boredom. (If you rest in a bed while a Resurrected monster is still alive, it will disappear and you won't be able to kill them again.)
Polymorph
The Polymorph skill should only last for a few seconds, but the skill is bugged so that the effect is permanent. So you can use it on an enemy then just kill them at your leisure. (Killing a polymorphed creature will give you full experience.)
Frost Weapons
A weapon with a frost modifier is supposed to act just like the Freeze skill when striking an opponent. A Frost Weapon, however, not only freezes every time it connects, but it also IGNORES SPIRITUAL RESISTANCE! This means it will always work, even against enemies that are normally immune to Freeze (like Josephina...).
Frog Walk
For this trick to work your character MUST be a Survivor AND have a Frog Statuette in your inventory. First use the Survivor's special move — your character will crouch down. While you are still crouching go into your inventory and activate the Frog Statuette. Now just wait until your stamina runs out and you return to normal. You will now have the same walking speed as the Frog form did.
Save Game Editor
There is a save game editor available for Divine Divinity written by iZakaroN of the
Larian.com Message Boards. You can find it at:
[url=http://izakaron.esmartweb.com/DDSaveEditor/index.html]http://izakaron.esmartweb.com/DDSaveEditor/index.html[/url]
Note: The files are in a .rar file, so you will need a program that can uncompress rar files (like the one from winrar.com) before you can use it.
Item Editor
There is also an item editor available, written by DAD of the Larian.com Divinity Message
Boards. You can find it at:
[url=http://www.eonet.ne.jp/~hemetis/]http://www.eonet.ne.jp/~hemetis/[/url]
Contributors [#010]
- evandar told me about how to enter Stormfist Castle anytime and about the Enchant Weapon cheat.
- Capricous informed me that Dr. Elrath's front door can be lockpicked.
- Richard Gaddy told me about two extra ways to acquire Dwarven Teleporter Scrolls.
- All the fine folks at the Divine Divinity Forums at larian.com for being a near limitless supply of knowledge about this game.
- Raze of the larian.com Divine Divinity Forums, who probably knows more about this game than the programmers do.
- Legomancer for a strategy on killing Josephina.
- Brian Haefs has warned me that poking around Commander Ralph's room can break the "Cause of the Plague Quest."
- Danny Lam told me about an alternate way into Dr. Elrath's house.
- Lordlotus told me about how to rob poor crazy Mardaneus blind.
- Everyone who emailed me — a big "Thank You!"
Stop me before I update again!
Please don't put this walkthrough up on any website without my permission.
This document is Copyright 2002–2003 James "JaggedJim" Ramsey.
In loving memory — Mae Vanek: 1930–2002
