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#255062 14/07/04 02:13 AM
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For Divine Divinity there is a collection of inventory files to replace items that people have lost, or that went missing due to a bug, etc. This procedure also works with Beyond Divinity, for the most part.

Lost Items - guide and directory of inventory files (written for DD, works for BD)

see also For you cheaters out there (The Duplication Trick)

Note: In BD the items.000 no longer keeps track of the random attributes of equipment, so there is not the same morphing problem. However, when I tried swapping equipment in an earlier version of BD from late in act 1 to a new game, most of the items disappeared when I loaded the save and ran the cursor over them. I have not tried this with recent patch versions.

In some cases a missing item may just be hard to spot, and it could help to hit the alt key or move the mouse cursor around any areas where the item could have dropped behind walls, or otherwise be obscured.


Below is a collection of zipped inventory files, mostly saved under version 1.44 and 1.45.
It is incomplete and this topic is unlikely to remain particularly organized. After enough inventory sets have been created to cover most problems people have run into, it may get redone.


Inventory files


[color:"orange"]Act 1[/color]

crystal bag (10KB) - from the room with a gargoyle statue and 3 keys on the ground, one of which triggers the appearance of a fixed teleporter stone that helps you reach the citadel.

My game was started in an earlier version and saved under 1.44 when I checked this. I tested in a save in act 3, and was able to give both characters a crystal bag (though with some irregularities in how game handles resistance boosts, since it is only expecting a single bag). It also worked fine when I loaded a previous save version, saved after passing the crystal bag, and did the file swapping to get it back.


Samuel's Lair keys (10KB) - should be dropped by 2 of the DKs


Gunpowder ingredients (17KB) - the coal (Fergus' room), salt (citadel kitchen) and sulphur (gay medic's room) required to make a bomb to blow up the forge (one of the ways to leave act 1). In the hero's inventory, drag the salt barrel onto the coal barrel, then drag the sulphur onto the resulting coal & salt mixture to make the explosives.



[color:"orange"]Act 2[/color]

Spider's leg (18 KB) - dropped by a spider to the north west of the imp 'hero' in the Spider Forest. The leg blends in a bit with the ground, so can be hard to see without using the alt key to highlight it.


Spore's antidote components (17 KB) - the spider web piece from the queen spider's web and the mushroom extract from the imp farmer's house, required to make an antidote for the spores from the large mushroom in the mushroom forest, to revive the 6 imps.


Teleporter pyramids (17KB) from a save after obtaining the pyramids in v1.41. There have been mixed results with people trying to get these by file swapping, mostly negative; see Missing Pyramid.

Raze #255063 18/08/04 02:30 AM
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[color:"orange"]Act 3[/color]

Teleporter pyramids (14KB) from just after entering act 3. The act 2 and act 3 sets of pyramids are different, and will not work in the opposite act; use the inventory file set from the act you are in. When leaving act 2, the teleporter pyramids are removed from either character's inventory, if present, and the new set is placed in the hero's inventory, probably to ensure they do not get left behind by accident.

Raze #255064 24/08/04 05:08 AM
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nice RaZe! <img src="/ubbthreads/images/graemlins/up.gif" alt="" /> thanks for your hard work. <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />


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Jurak #255065 02/09/04 09:09 PM
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@ Raze
Interesting work. If i have some free time i will make a translation for the french section.

Maybe it is a bad idea because your files could not work with the french version of the game.

Barta

Barta #255066 02/09/04 09:31 PM
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I don't know if the format for the inventory files would be the same for the French version, or not; you would have to try it. Unless there were extra changes for unicode support or something, it would probably work. I know it is possible to transfer saves between the English and German game versions.

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[color:"orange"]Act 2[/color]

Ingredients for alchemist's cure (17KB) - Blue Larakiki Root, Grey Quisirisi Fruit, Yellow Bafflimiri Mushroom (screenshot). The locations where they should be found are marked on this map.

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[color:"orange"]Act 4[/color]

Pickaxe (9KB) - from the Test of Endurance room (screenshot of just the pickaxe).

Hopefully there will not be any problems with this equipment due to its random stats. In an earlier version of the game I tried transferring equipment from late in act 1 to a new game, but after restoring the original inventory files and running the cursor over the dropped equipment, it disappeared.
Probably the safest procedure would be to backup your own inventory files, replace with these, reload the save, have the hero click on the partially demolished section of the wall, save, restore your inventory files, reload that save, then enter the hidden room.

Raze #255069 06/11/04 02:59 AM
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[color:"orange"]Act 2[/color]

Citadel Island Prison keys (12KB) - required to rescue the 2 imps. The key that the entrance guard drops for the cell in the north east is in the top right part of the inventory, while the key on the table for the south west cell is in the lower left.

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Act 3

Demon's Bane Sword (38KB) - contains two folders, one with the demon's bane gem and exotic ore, the other with the forged two handed sword.

Raze #255071 19/12/04 09:08 PM
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[color:"orange"]Act 4[/color]

First Summoning Test components (12 KB) - the feynur potion (laboratory), spider leg (specimen room), kohar root (trade Nixfix for it with quetzalcellona mushroom) and wisdom rune (rune rooms)

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[color:"orange"]Act 4[/color] - (patch version 1.47)

Quetzalcellona Mushroom (12KB) - from the maintenance tunnel level 1, in a room to the far west of Nixfix (the description is just 'mushroom'). location screenshot (56KB)

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[color:"orange"]Act 1[/color]

General Bram's room key (17KB) - should be dropped by the guard Kegan after he is given some white rum. Alternately, if the hero removes the citadel guard armour so Kegan turns hostile, he should drop it when defeated.

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[color:"orange"]Act 2[/color]

Spider Queen (16KB) - the items dropped by the spider queen when she is defeated: a charm, spider poison cure and the demonic summoning doll.

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[color:"orange"]Act 1[/color] (game version 1.47)

Bottle of water (11KB) - that the thirsty prisoner wants, from the imp's kitchen.

Raze #255076 05/08/05 04:43 AM
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Greetings to all, and thanks for all the help through reading so far. I am playing Beyond Divinity and seem to be stuck in the Citadel Barracks. When I entered through the stairs I killed the guard, but he dropped no armor, and more importantly no key to get through the door. So I can either joyfully muck about the room forever or beg for a possible key to this door. I have tried reloading as far back as 4 saved games to see if it would change but ... alas still mucking about. Checked numerous guides to see if I missed an item ... still mucking about. Does anyone have the key to this door ... or a possible way to get through it without one? Once again thanks for all the info I have gained so far. Hoping someone can help me.

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[color:"orange"]Act 1[/color] (game version 1.47)

Citadel guard armour and key (14KB) - dropped by the first guard you encounter in the citadel.


Any citadel armour will work as a disguise, so you would also be able to use one bought or found in the BF. There are a couple ways to get through the door without a key (see below), but since you may have to go back for certain items (if you missed them), it would be better to use the key.

armory trick in act 1 (Spoilers)

Teleporting anywhere (via hex editor)

Raze #255078 05/08/05 08:53 PM
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THANK YOU SO MUCH. (( The child in me is doing my happy dance jig and giving you a virtual hug )) the grown up is dashing for the copy and paste mode. It will be great to get back to the game !! This is one of the best games I have played in a long time. The challange of actually having to use brains and skill is a great change. Glad I finally joined the forum but doubt I will be much of an asset, unless you count the getting stuck questions as one. Couldn't even figure out how to post a pic to identify me .... oh well. Thank you again for getting me back into play !!

fire

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(game version 1.47)

Holy Water (16KB) - a stack of 6 holy water, required to create perminent potions. One is from a quest reward in act 2, and the others were bought from the BF merchants near the end of the game.


There is an alternate method to boost your stats, though it is more of a cheat;
Hex editing - gold, experience, stat/skill points

Raze #255080 27/01/06 07:59 PM
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[color:"orange"]Act 2[/color] (game version 1.47)

Shaman's key (18 KB) - dropped by the shaman when he is defeated in his realm. Also included is the unique Morpheus ring he drops, though it is of little value (no special stats).

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[color:"orange"]Act 1[/color] (game version 1.47)

skeleton summoning doll (14 KB) - This is a reward for helping to cure the sick imp after jumping down the pit in the arena. If you do not complete this quest the first time you go through that level, you can go back for it later (up until you enter the second act).
In the save these files were taken from, the doll had not yet been summoned, so its stats should depend on the difficulty level your game is set on. If you are playing on Easy or Action, you can get slightly better stats if you temporarily switch to Tactical before summoning the doll for the first time.

The skeleton summoning doll is the only doll that can equip a ranged weapon (crossbow).

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