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Joined: Jul 2005
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Hey everybody,

I just got beyond divinity a few days ago, and have spent the better part of this weekend trying to figure out how it works, and plays, and all that. I have never played a game like this, and am a little lost in a few areas. I was hoping I could get a few ideas from you guys who have played this for awhile.

1) What is the best way to determine which skills to level up? There are so many options (which is really cool, by the way), but it always seems like I spend my skill points on the skills that I end up NOT needing. (i.e. level up my earth elemental skill, only to have to fight a fire monster down the line with no fire defense or water offense)

2) I feel really stupid that I can't figure this out, but...in the first act, in the first level of the dungeon, right near the arena pit, there is a cell with a prisoner who needs water. I have mugs and bottles of water in my inventory, but for the life of me, I can't figure out how to give it to him!!! I can't trade in the conversation box, I can't drag it out of my inventory box and drop it on him. What am I doing wrong? The instruction manual is frustratingly mute on this point.

I realize that I may be asking a lot. If the answers to my questions can be found somewhere else, please point me in the right direction.

Thanks!!


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<img src="/ubbthreads/images/graemlins/wave.gif" alt="" /> Welcome to the forum and welcome to an AWESOME game <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />

In the first act, (until you escape the prison and the citadel), most people spend their skillpoints on basic skills, like weapon skills, bow skills etc... or something like healing, traps (they fairly useful)...

You are aware that you have skillpoints to allocate for BOTH characters???? , just click on the other character's portrait to open the next skill panel etc.

There is ONE specific bottle of water that you need to give to the prisoner. You can find that bottle where the imp is busy cleaning the kitchen.... standing on the table there.

There is also a very handy " Strategy Guide " to follow when you get stuck.... Its pretty muchly the official walkthrough and hints manual.

Hope this helps you...

Last edited by Lady_Rain; 24/07/05 06:45 PM.

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When the game first came out a few people complained about the relative lack of skill points compared to the available skills, so I decided to try a minimalist approach, and did not have any problems playing a warrior / archer. I started off with 2 warriors and just put one skill point into the relevant weapon expertise skill for damage and accuracy. Towards the end of act 1, I switched one character to a full time archer, and put a few skill points into Reload Time and (later) a couple in Point Blank. Other than that, they each learned level 2 of the individual healing skill, and by the end of the game I had 4 or 5 points in Identify and Repair (though I could have just used the BF traders for that).

The Shaman magic path becomes available in the second act, which is much more effective than the elemental attacks in act 1.

You can unlearn skills to get the skill points back, though that costs gold based on your character level, so can get expensive as you advance in the game.

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Thanks for the help. I appreciate it. It seems that I may have made a mistake selecting both of my characters to be mages. Seems like warrior may have been a better choice for a beginner such as myself. Hmm...live and learn, I guess. I have no warrior skills to level up, for the most part, except what I chose to be taught (which isn't much). As it is now, I'm getting my head handed to me over and over by the stupid skeleton mages in the dungeon. I'll keep what you said in mind, and use it here on. Thanks!!



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I'm not sure if anyone has posted about trying a mage / mage combination. It should be easier later in the game, but eventually someone is going to get close, so it would probably be prudent to have some armour and conventional weapons as a backup (a bow or crossbow would help you conserve mana, though there would be a bit of a delay switching to casting spells during a fight).

Are you referring to the 4 skeleton mages together, or just mages in general? For the group of 4, you can leave one character at the eastern end of the corridor, and approach with the other. Get the attention of one (or two) of the mages, and run back towards your other character. By the time they chase you down they will be low on stamina, and can not cast and run repeatedly, and will not have full support from the other mages.
The skeleton summoning doll can equip a crossbow. It is not that tough, but can offer some support, especially if your opponents are more interested in attacking your main characters.

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Yah, this mage/mage combo probably wasn't the best one to pick for me, but now that I am so many hours into the game, I think I'll just try to make it work, somehow.

I am using melee/ranged weapons primarily, as they have a better effect, and my mana usually is drained after a few spells cast. I tend to use the spells first and then switch to hand-to-hand.

I was refering to the group of 4 skeleton mages, and I'll try what you suggested regarding luring a few of them to me.

Where is the skeleton doll? I haven't gotten that yet.

Thanks again!


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There is one summoning doll available in each of the 4 acts of the main game. The first one is a reward for helping cure the poisoned imp on the pit level (after jumping down the pit in the arena). You can get back there faster if you just keep going, rather than trying to backtrack. On that level there are a pair of doors controlled by levers, after which you will find a locked room (east of the imps and then part way through the southern corridor)...
<span class='standouttext'>Spoiler : </span><span class='spoiler'>You probably already figured out how to split your characters up to get past the pair of doors. The locked room can be opened by clicking on the torch beside it to extinguish the flame (all the other torches in the room are unlit).</span> (highlight the text to read)

Another technique you can use against strong opponents is to sneak within bow or spell range, attack and then withdraw so they can not find you to counter-attack.
You can also have one character run around to distract opponents (or doing hit and run attacks), while the does most of the damage with a bow or magic. This works very well with melee opponents, but is less effective against archers, and less still with mages that use long range spells, if their attacks can track your character's movement.

Your initial choice of class only determines which skills are available at the beginning, and does not limit how you can develop your characters. You are just about to the citadel, where there are more teachers, so that should help expand your options. You will also find a battlefields key shortly after you get past the mages, though the BF merchants tend to be a little expensive for skills.

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Actually, I have already been to the battlefield for act 1. I found a key in the treasure chest in the first prison area, just north of the gate you have to open from the south. Then I found another key near where the 6 switches are that release the gargoyles in the ranaar area.

BTW, in the caves after the poisoned imp, I had to choose one of the three doors exiting a torture room (chose the right one, luckily), and then ran around fighting off skeletons, and skeleton mages. I kept running into traps in the floor, and some really hi-lvl enemies (stone gargoyles) would occasionally show up out of nowhere. Did I miss something, or are these supposed to be totally random? The only way I found to keep from hitting th traps was to get hit, the load the game again, and remember where they were and run around them.

One last thing, I taught the death-knight lvl 1 alchemy and lvl 2 lockpick. But they never work! What am I doing wrong? he never picks locks, and potions don't get made. Any help?

Woo, this game is in-depth! I love it! I'm gonna have to keep playing to figure it all out. Can't wait for more stuff!



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There is a trap detection skill you can use (the prisoner that wanted water drops a spell book after you give him the bottle he requires), but I just saved frequently. As you get a little further in the game there are fewer traps in most areas, and less ones that can instantly kill you. In an area you know there are traps, you can walk around with a summoning doll to trigger them (doesn't work with trapped containers, though).

The two stone gargoyles that show up when you approach the end of that corridor are always there, as are a the skeletons that show up when you approach a couple other locations. Other opponents can wander around, but should stay in the same general area (until they catch sight of you). The trap locations are set.

Lockpick should work if you have the latest patch installed. Some doors and chests require a key or lever to open, but Lockpick should at least work on barrels and some chests.

SPOILER: Alchemy - create/combine potions

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Thanks for all your help, especially regarding the alchemy skill. Looks like I gotta have a holy bowl, first; so I'll wait for that and then start mixing away!

I have downloaded and installed the latest patch (1.47), and I still can't open barrels. With lvl 2 lockpick, my char. still said he didn't have enough skill.

Well, I'll hit the game when I get home tonight, so for now, I thank all of you for your help!



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You only need holy water to make permanent potions. Level 1 should allow you to make small potions, depending on the alchemy plants you have in your inventory.

Do you have the DK selected (as leader or alone) when you try to lockpick? I'm not sure what skill level is usually required for barrels around that area, but you could try saving the game, add more skill points to Lockpick and try again.

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you know, I was scanning some of the other postings on this forum regarding the lockpicking skill, and it seemed like they were talking about needing an actual lockpick item. Is there such a thing? If so, I haven't seen one yet, and that may be why my DK can't do anything...although that's not the reason my DK (yes, he's my leader)gives me, he just says he doesn't have enough skill. I'm already up to lvl 3 lockpick, and still no dice. Can't even pick a barrel. Grr.

I'm beginning to think that some of my priorities in selecting skills was way off. It was kind of frustrating for me, not knowing what all was out there, you know? I only had a few available, and whenever I found a teacher, I just bought whatever looked cool, not realizing that there were more teachers nearby that could teach me more useful stuff that would help me, like weapons skills, and so on.

Oh well, live (and then die a lot and re-load...) and learn, right? In real life you don't get to go back...you just gotta go forward with what you learn from your mistakes. Here's to hitting CTRL-L a lot!!!


Thanks again!


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Lockpicks were required in Divine Divinity, but are not necessary in Beyond Divinity.

I don't know what level barrels should usually be, but some people dropped locked barrels off in the BF until they had a high enough skill level to open them. It would be nice if you could just smash the barrels open, like you could with barrels or vases in DD.

Actually, learning whatever looks like it might come in handy is a good strategy (that is what I did). Gold isn't too hard to come by, and it is better to have something you do not need than to wish you had something from a teacher you can not get back to.
In the skill window to the bottom left, there is a button to toggle showing available skills or all skills, so you can get an idea of everything that will be available at some point in the game.

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OK, I know I am going back a few posts here...

I have finally worked my way back to the thirsty prisoner. I have enough mugs, bottles, and cups of water in my dang inventory to drown a dang camel, AND HE STILL WON'T SHUT UP ABOUT THE WATER!!!! WHY THE HECK WON'T HE TAKE IT!?!?! I have tried laying it at his feet, I have tried dragging it from my inventory screen and dropping it on him.

I have tried initiating conversation with him with DK, and Paladin.

Since the DK always gripes about Samuel's guards coming by, I have made sure to kill all enemies, ghosts, and other enemies of the light in the dang prison but DK won't shut up about the guards, and TP (thirsty prisoner) won't take my water!

I remember someone here saying something about needing a special bottle from the imp's kitchen. Well I don't know where I put that bottle. Maybe I drank it accidentaly, maybe I sold it to someone, maybe I dropped it somewhere. The point is that there was nothing special about the description of any bottle of water I have seen to indicate that I should keep it apart from the others. If indeed there is a special water bottle to give TP, how do I get it back, and more importantly, HOW THE HECK WAS I SUPPOSED TO KNOW THAT?!?!?

I really want the xp and reward for helping this guy, but the programmers aren't making it easy. It seems straightforward enough: give the prisoner some water...and here I have spent over a DANG HOUR trying to do just that!

What is the deal!?!?!?!?!?!?!? I sure hope this isn't indicative of the type of garbage I have to put up with for the next 100 hours on this game...

BTW, I have the latest patch (1.47)

Any help? (besides psychiatric? heh heh..) <img src="/ubbthreads/images/graemlins/silly.gif" alt="" />


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Did you double check the kitchen to see if the bottle was there (on one of the northern tables, IIRC)? Once you have the correct bottle in your inventory, there should be a speech option to give it to the prisoner.

If that doesn't help, I have updated the Inventory files topic with the water bottle.

I think the programmers expected most people to either loot the kitchen and make it to the prisoner without drinking that bottle, or to reach the prisoner and then go looking for water to bring back right away.
Most quest items are unique in some way (though not all unique items are quest related). Actually, I can not think of another quest item that is basically a duplicate of a common item found elsewhere in the game (the quest water bottle does look different, but not so you would think it was special). The optional BF quests can be to find equipment similar to that which is randomly generated, but the location indicates it is unique (BF quest items and monsters are always on the third level of a BF dungeon).

Last edited by Raze; 28/07/05 06:09 AM.
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Hmm... I see. Actually, the imp kitchen is totally looted, but I accidentaly drank one or two bottles of water once when trying to move them to a barrel, or something (clicked, instead of holding mouse button down), but since bottles of water were common enough, I didn't think it was a big deal (how wrong I was...). I'll try your item download when I get home tonight. I assume there are instructions elsewhere on the forum for how to use those files??

One other thing... I see a lot of acronyms on these forums, and can't figure any of them out besides a few obvious ones (DK, BD, DD). An example was in your last post, "IIRC". I've seen a few other regulars throughout the forums, but I forget what they are right now. Since you have umpteen thousand posts on here, I figure you've either seen or used most of them. Could you please translate a few of the more common ones?

Thanks for all your help in these issues, Raze. Sorry about the emotional post. Last night was the 1st time I have been able to play all week due to my work schedule, and I ended up wasting a good portion of it on that stupid prisoner. So what's so special about that bottle, huh? Do we have a picky dying man? Was he taken prisoner from the Hollywood of this world? Does he only want Evian to quench his burning thirst? Sheesh!! lol


Thanks again!


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There is a link at the top of the inventory files post to a step-by-step description which was written for Divine Divinity, but there are no significant differences in Beyond Divinity.

IIRC = If I Recall Correctly
Acronym Finder

Ideally the prisoner would take any water (or any bottle of water), or at least the special bottle would be non-drinkable. Maybe the prisoner should have been poisoned, or something (by a trap), and asking for a cure potion, in the form of a herb powder / extract that imps use when cooking.

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I am still looking for the eye for the imp. I am thinking i need to go back to the beginning and look everywhere again. Maybe I missed some things? When I go back and look at the maps it seems like I looked everywhere though.

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Do you mean the poisoned imp? The monster you need to find is on the same level, east and south of the 2 imps in the kitchen. Past the 2 doors controlled by levers that you have to split your characters up to get past, there is a locked door with no apparent way to open it... <span class='standouttext'>Spoiler : </span><span class='spoiler'>click on the torch beside the door to open it (the hint is that all of the other torches in the room are unlit, and there were other passages earlier controlled by torches).</span> (highlight the text to read)

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Yes thank you very much. Now I have a new problem. I can't for the life of me find the key to open the chest for the BF key in the Citadel 1. I have went through and back again.

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