__________________________________
                      |   Beyond Divinity Walkthrough    |
                      |          By: JaggedJim           |
                      |        Date: May 15, 2004        |
                      |           Version: 0.1           |
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 This is my walkthrough for Beyond Divinity. You can find the latest version
 of this walkthrough at:

 http://www.gamefaqs.com
 http://www.geocities.com/jagged_jim/FAQ


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|||||||||||||||||||||||||||||||||E-mail Notice|||||||||||||||||||||||||||||||||
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 If you have any questions, comments, or you have something you want added to
 this guide then feel free to email me at ?This email address is being protected from spambots. You need JavaScript enabled to view it.? (without the
 quotation marks, of course...) Some things to note before you email me:

-Make sure you put ?Beyond Divinity? somewwhere in the subject line. If you
 don?t I will likely think that the email is junk and delete it.

-Please read the guide before emailing me,, it is quite annoying having to
 answer a question that I have already answered in this guide. (...of course
 if you?re not reading the guide then what are the chances that are going to
 read this warning?)

-I am notoriously bad at checking email. ((...and even worse at answering it)
 So if you are trying to contact me then you will just have to be patient.

-Do not, not, not, not, NOT send me ANY atttachments with your email. I don?t
 care what the attachment is, I won?t look at it and I will likely delete the
 email immediately. (Also I will NEVER send any attachments with my emails, so
 if you receive something from my email address and it has an attachment on
 it, delete it, immediately.)

-Please use proper spelling and grammar inn your email, it?s just common
 courtesy. I don?t care if it?s perfect, as long as you make the effort.
 Emails with ?si teh awsome? in it, however, will likely be ignored.

-A pet peeve of mine is when people replacce ?you? with ?u.? It?s only two
 extra key strokes people, jeez.

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|||||||||||||||||||||||||||||||Table of Contents|||||||||||||||||||||||||||||||
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Version History [#001]

Introduction [#002]

Character Guide [#003]

Battlefields [#004]

Skills [#005]

Hints and Tips [#006]

Walkthrough [#007]
   -Act I: Let?s Blow this Popsicle Stand! [#007.1]

Frequently Asked Questions [#008]

Contributors [#009]

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|||||||||||||||||||||||||||||Version History [#001]||||||||||||||||||||||||||||
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0.1 ? 5/15/04 ? This is the first release of this guide. The walkthrough has
                been completed through Act I.
                Finally, I have been receiving complaints from people
                receiving virus mail from my email address, so either I?m
                somehow infected (...and it?s been able to avoid my
                anti-viral software) or someone/thing out there is mimicking
                my email address. Either way I will never send attachments
                with my mails, so if you receive an attachment from my
                address, delete it, immediately.


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||||||||||||||||||||||||||||||Introduction [#002]||||||||||||||||||||||||||||||
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 Beyond Divinity is the follow up to Divine Divinity, (or just Divinity, as
 it?s affectionately known) a great RPG that was sadly overlooked by far too
 many people. This game uses the same engine that Divinity does but with
 various improvements. (Like the 3d character models) It also continues
 Divinity?s tradition of deep game play to go along with fast-paced combat. In
 Beyond Divinity the game play takes a turn toward more Ultima-style depth,
 focusing more on puzzles and quality of opponents over ?how many enemies can
 you kill in a minute.? So if you are just looking for a mindless hack-and
 slash action game, go elsewhere.

 One interesting thing to note is that although this game is rated M (17+)
 here in the US, the violence level is at the exact same level as it was in
 Divinity. (...which was rated Teen) The only reason that I can think of for
 this rating boost are the various dismembered corpses in the background of
 certain areas.

           =========================================================
===========|Differences between Beyond Divinity and Divine Divinity|===========
           =========================================================

 This is a list of the things I noticed that were different between the games.

-You have an actual party now. The additioon of the Death Knight (and to a
 lesser extent, the Summoning Dolls) adds a whole new dynamic to the game.
 (Especially since its Game Over if only one of you dies...)
-New Statistics. There is now Survival (Addds to elemental resistances and
 regeneration rate) and Speed (raises evasion and... uh... speed) to go along
 with Strength, Agility, Constitution, and Intelligence.
-New Elemental types. Joining the old stanndbys Fire, Poison, and Spiritual
 this time is Air, Water, Earth, and the more exotic Ethereal, Shadow, and
 Bone Elements.
-Vitality and Mana regenerate. In Divinityy the only way restore Vitality or
 Mana was to drink a potion or rest.
-You need food to be able to rest. 
-Battlefields. These are randomly generateed areas that will give you a chance
 for more experience and goodies.
-A totally redone skill system. Before youu can use a skill it must either be
 found in a Skill Book or purchased from a trainer. You also don?t have to
 worry as much about wasted skill points, as you can remove unused or weaker
 skills and get the skill points you spent back.
-There are a LOT more puzzles out there thhis time around.
-The difficulty of battles has been bumpedd up significantly. Most fights will
 require the use of strategy (GASP!) and tactics (SHOCK!) to win.
-Summoning Dolls. When you acquire a Summooning Doll you can use it at any time
 to summon an extra member to your party. These summoned characters have their
 own inventories, equipment and statistics.
-The Inventory, Equipment, and Statistic wwindows have all been combined into a
 single super-window. Although it?s nice to have all of your character
 information in one place, the window does tend to obscure the screen.
-The Crystal Bag. When you find this Bag eearly in the game you can place
 crystals inside to raise the resistances of whoever is carrying the bag.
-In a bit of a strange design decision, chharms and crystals do NOT list what
 bonuses they give when applied. The only way to figure out what a charm or
 crystal does now is to apply it and see what changes. (Well, at least you
 don?t need to waste skill points to be able to apply charms now...)


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|||||||||||||||||||||||||||||Character Guide [#003]||||||||||||||||||||||||||||
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It?s a character guide...

                                   ==========
===================================|The Hero|==================================
                                   ==========

 This is you, a servant of the Divine One who get captured and bound to a
 Deathknight for all eternity. Beyond Divinity uses a class-less system, so
 start by choosing the appearance of your avatar. (These choices are just for
 ascetics, so don?t worry about them too much.) After this you need to
 allocate stat points, you can use one of the templates or allocate them
 yourself. Now just select a starting skill and your set.

                               ==================
===============================|The Death Knight|==============================
                               ==================

 Fortunately, the death Knight you have been bonded to isn?t exactly thrilled
 with the prospect of spending eternity bound to you either. Well, anyways,
 the Death Knight is more or less created just like the Hero is, but you can?t
 change his appearance. (...or name) Also, if he selects same starting skill
 as hero does then you get some bonus skills.

 When you are playing remember that the ONLY equipment that Death Knight can
 use are: weapons, amulets, rings, and belts. To compensate for this Death
 Knight gets a natural armor bonus that increases as he gains levels, but this
 bonus is usually smaller than what he would get if he could wear a full suit
 of the best armor available.

 You want to build Death Knight so he complements Hero?s skills well. So if
 Hero is a Melee character then have Death Knight be a Mage, and if Hero is an
 Archer than have Deathknight be a Melee character.

                               =================
===============================|Summoning Dolls|===============================
                               =================

 Finally, if you find a Summoning Doll in your travels you can use it at any
 time to summon a temporary party member. These Dolls will function exactly
 like a third party while they are summoned, with their own inventories,
 equipment, and statistics. There are four Summoning Dolls scattered
 throughout the game, one per act.

 To summon a doll, just click on it in your inventory and the Doll will be
 summoned. The Doll will stay around until it dies or you leave the area it
 was summoned in. You can also click on the Doll again to un-summon it if you
 wish.

 Summoning Dolls do NOT level up like the Hero and Death Knight do, instead
 you must first spend skill points on the [Summoning Doll>Upgrades>Level
 Upgrade] skill. Then go to the Doll?s inventory screen and you will see a
 button next to its level, click on this button to raise the Doll?s level.

_____________________________Act I Doll (Skeleton)_____________________________

Found: Complete the Poisoned Imp quest. Horex will unlock a hatch that has
       this doll in it.

Starting Stats:
     -Strength:     2
     -Agility:      2
     -Constitution: 1
     -Intelligence: 2
     -Survivor:     2
     -Speed:        2


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|||||||||||||||||||||||||||||Battlefields [#004]|||||||||||||||||||||||||||||||
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 Another new addition to Beyond Divinity is the randomly-generated
 Battlefields. After you have found a Battlefield Key you can warp to the
 Battlefield at any time by selecting the ?Enter Battlefield? option under
 Secondary skills.

 When you enter a Battlefield you will start in a small encampment with
 merchants that you can sell to. They will also give you some simple quests.
 (Kill X monster and/or find Y item)

-WARNING: There have been reports of a bugg that prevents you from leaving a
          Battlefield. If (make sure this save is BEFORE the first time it
          wouldn?t let you leave the Battlefield)

-WARNING: The Battlefields are reset wheneever you enter a new Act. Anything
          left behind in the battlefield will be deleted, so make sure you
          don?t leave anything you want behind when you change Acts.

                          ===========================
==========================|Battlefield Key Locations|==========================
                          ===========================

 Of course, if you want to be able to do anything in the Battlefields you will
 need to find the various Battlefield Keys. Each key you find will open a
 single dungeon in the Battlefield. (...and you won?t be able to even access
 the Battlefield until you find your first Battlefield Key)

-Note: You do NOT need to take the keys wiith you, just clicking on the key
       once and getting the message that a new Battlefield dungeon has been
       opened is sufficient.

 And so, here is the list.

_____________________________________Act I_____________________________________

 -Level 1 Key: Inside a locked chest in the prison area where you start the
               game. The key to this chest is found inside the arena on the
               Prison level.

                -OR-

               It is just sitting out there in the open in the room
               immediately after exiting the Maze level.

 -Level 2 Key: Inside a small side room in the Deathknight patrol area of the
               Citadel Training Grounds. The key is hidden behind some debris,
               so use the Alt key to find it.

 -Level 3 Key: Inside the east treasure room in Samuel?s Lair.


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|||||||||||||||||||||||||||||||||Skills [#005]|||||||||||||||||||||||||||||||||
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[COMING SOON]


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|||||||||||||||||||||||||||||Hints and Tips [#006]|||||||||||||||||||||||||||||
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-The developers of this game gave you a paause key, USE IT!

-Save often, and also keep backup saves. II always try to keep one backup save
 from the beginning of an Act, (or right at the end of the previous Act) and
 one save whenever you enter a new area. This reduces the chance of screwing
 something up and needing to restart.

-Keep an eye on the enemy?s resistances. IIf you don?t seem to be doing any to
 your opponent try switching to a weapon or spell that does a different damage
 type. (This is why you want to keep a variety of weapon and spell types
 handy.)

-Battlefields are a fantastic source of thhe holy trinity of RPGs. (money,
 experience, and STUFF!) Be sure to take the time to clear them out after you
 unlock them.

-Remember that you can unlearn skills. If  you are unhappy with how a skill is
 working or you want to free up skill points for a better skill then you can
 delete it and get the back the skill points you spent on the skill. (It does
 cost money to do this, however)

-Even if you don?t bother to upgrade your  summoning dolls they can still be
 useful pack mules. (...and if you?re feeling mean, as trap-springers...)


*******************************************************************************

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|||||||||||||||||||||||||||||||Walkthrough [#007]||||||||||||||||||||||||||||||
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 Since this game is more linear than Divine Divinity this walkthrough will be
 a bit more hand-holding than my Divinity guide. All of the directions I give
 are based on the directions on a compass. (North means to the top of the
 screen, South to the bottom, West and East means to the left and right of the
 screen, respectively.) For the most part, I won?t tell you about enemy
 locations or how to fight them. You will just have to figure them out on your
 own. Also note that whenever I say Death Knight, I mean the Deathknight you
 have been Soul Forged to, while Deathknight refers any other Deathknight you
 encounter on your journey.

-Note: You will NOT be able to return to aan Act after you complete it. Make
       sure you do whatever you need to do before you move on to a new Act.

+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+
SPOILER NOTE: Although I won?t try to tell you every little detail that
              happens in the plot, I will NOT go out of my way to avoid
              spoilers. I will give brief summaries of a couple important
              scenes and dialogs in this guide so if you are trying to avoid
              spoilers, don?t read ahead of the spot you need help in. You
              have been warned.
+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+-+

               =================================================
===============|Act I: Let?s Blow this Popsicle Stand! [#007.1]|===============
               =================================================

 Every story needs a beginning, and here?s this story?s beginning.

______________________________Citadel Prison Level_____________________________

 You start the game alone inside a prison cell with no items. Just sit tight
 for a few seconds and Death Knight will come and open your cell and start a
 conversation where he explains a little about what is going on around here.
 After you are done talking leave the cell and head south until you find a
 dead guard. (Presumably killed by Death Knight when he got out of his cell)
 Take the club lying on the floor (and give it to Hero so he has a weapon)
 then search his body to find four keys. These keys will unlock some of prison
 cells in this area. (but not all of them...) Continue on to the south and
 west until you find another guard. Kill him and he will drop two keys that
 will unlock the rest of the cells here. (There is also a locked chest nearby
 which you won?t be able to open, yet.) If you search the cells in this area
 you will find:

 -Far Northeastern Cell: You start the game here. There is a bed to rest in.
 -Far Eastern Cell: Death Knight?s cell. There?s nothing special here.
 -Far Southeastern Cell: A Skeleton attacks you when you enter.
 -Middle Eastern Cell: A Minor Healing Potion is hidden behind some skulls.
 -Middle Western Cell: A Ghost attacks you here. Open a crack in the wall to
                       find a passage that leads to Edmond.
 -Far Northwestern Cell: A Mad Prisoner who thinks that you are Demons.
 -Far Western Cell: A Skeleton and a Bow with some Arrows.
 -Far Southwestern Cell: Move the Blanket here to find a hole.

 Go down the hole under the blanket in the Far Southwestern Cell ands follow
 the passage to the south. Be sure to loot the body of the Dead Imp for a
 piece of rope. When you reach the end of the passage Death Knight will ask
 you what you want to do now. Choose to use the rope from the Dead Imp to hang
 it up and then climb up to a new area.

 You come out in a small room. In the hallway beyond this room if you go to
 the north you will find a switch that will open a gate back to the prison
 area. The door to the east is locked so go south. In this room if you click
 on the Strange Skull sitting on a table here it will talk to you and ask you
 to kill Fergus in the next room. Agree to do this (you?re going to have kill
 him anyways, so why not?) and after killing him return to the skull for some
 experience and a helmet that increases luck. In the room to the west you will
 Fergus yelling at an Imp for letting a prisoner die. (...too soon) When he
 sees you he will attack you, He can be tricky, as there he is rather strong
 and you are still pretty weak. Unfortunately, there is not much you can do
 here other than go toe-to-toe with him and hope you can outlast him. After he
 dies take the Skill Book, [Warrior>Craftsmanship>Identify>Equipment] and the
 key he drops. Examine the painting in this room to open a passage to a room
 with a chest with a potion that adds a point to your Survival stat
 permanently, along with a Health and Mana Shrine. (You might also want to
 grab the barrel of coal next to the painting while you are here; you are
 going to need it later.)

 Use the key that Fergus dropped to unlock the door to the west. Go to the
 room with the levers in it. Ignore the lever on the western wall (what does
 this lever do, anyways?) and flip the four levers on the northern wall in
 this order: second from the left, far right, far left, second to the right.
 This will open the door to the next area.

 Go through the door you just opened (a trap will be sprung as you enter the
 door, so watch out) and continue on to the east until you run into some
 guards who will lock the door to the east before attacking. After you kill
 them the door to the east is still locked, so take the key that one of the
 guards dropped (this key doesn?t work on the eastern door, by the way) and
 retrace your steps until you reach the room with two locked doors.

 Use the key to unlock the door to the south and then in the next room flip
 the right lever to unlock the eastern door. (The left lever unlocks western
 door which leads to the kitchen.) Through the door you will run into a group
 of guards who will attack you. Kill them all and take the key that one of
 them drops and return to the room with the locked door to the north.

 Through the door follow the hallway, you can open the first two cells with
 the levers on the wall, the third one is unlocked, (but you get ambushed by a
 Guard when you enter) and the other three need keys to open. (Two are dropped
 by nearby Guards and one is found on a table.) Continue on to the Arena, you
 can fight the spiders (*shudder*) here if you want, or just jump down the Pit
 to reach the second level of the Citadel. Before you jump, you can take the
 key you found in one of the spider pens and unlock the treasure chest in the
 Prison area you started the game in to find some minor treasure and a Level 1
 Battlefield Key. (You don?t have to backtrack just to get the Battlefield Key
 if you don?t want to, as you will find another Level 1 key as you progress
 through the Act.) There is a also a book here that is partially obscured by
 the Haystack here that is a part of a future quest, so you may want to grab
 it now to avoid having to backtrack.

-Note: Once you jump down the hole you wonn?t be able to return to this level
       for a while, so be sure to take care of whatever you need to do before
       you leave.

   A Digging Ghost
   ---------------

 In the Middle Western Cell in the prison area there are some cracks in the
 northern wall that you can click on to create a hole. Go through the hole to
 reach an area with a ghost named Edmond wandering around. Edmond was trying
 to escape his cell by digging his way out. Unfortunately he died while he was
 digging, but he doesn?t realize that he is dead. Talk to Edmond and when you
 tell him he?s dead he will want proof, which you don?t have. You can get him
 to train you if you want, ([Wizard>Elemental Attack>Focused>Missile] (Level:
 5) 10 gold, and [Wizard>Elemental Defense>Individual>Resistance] (Level: 5)
 50 gold) then leave the hole.

 Go to the Middle Eastern Cell and there is a rat inside that Death Knight
 will arbitrarily attack. After you kill the poor thing it will drop a leg
 bone, (which is bigger than its body!) take the bone back to Edmond and he
 will finally realize that he is dead and vanish, giving you experience. (Be
 sure to get his training before you show him the bone, as you can?t do it
 after he vanishes.)

   The Thirsty Prisoner
   --------------------

 In one of the cells near the arena you will find a Prisoner who is half-dead
 from thirst. Offer to bring him some water, and then retrace your steps back
 to the kitchen area. Take the Bottle of Water sitting on one of the tables.
 (It looks different than the other Bottles of Water you find.) Take this
 bottle of water back to the prisoner for some experience and a skill book.
 [Survivor>Traps>Trap Detection]

-WARNING: Do NOT drink the bottle of waterr you need to give to the prisoner,
          as you won?t be able to complete this quest. He won?t take any of
          the other bottles or mugs of water you find.

______________________________Citadel Lower Levels_____________________________

 This is a pretty straight-forward level. Be sure to search the area near
 where you enter thoroughly, as there is some great stuff here. To the north
 of the room you start in there is a chest with a Bedroll in it, (the key to
 this chest is hidden under a pillow on the nearby bed) which lets you rest
 whenever you use it. To the east of here is a room with a Skill Book
 [Wizard>Body Magic>Defensive>Individual] and some potions in it. In the
 easternmost room you will find the first Raanaar Language book, and if you
 move the packages in the northwest corner you will find a hidden lever that
 will move the giant statue, revealing a hidden passageway. Take the book
 (which I believe gives +50 max Vitality to whoever takes it) inside the
 passage and leave.

 When you?re done here make your way south until you reach the end of this
 path. Flip the switch here to open the door, then continue on and flip
 another switch to open the way to the stairs down to the Citadel Maze. You
 can?t open the door to the east just yet, so we?ll save that for later. There
 is also a key inside the table (That?s inside the table, not on the table)
 that will open the door to the nearby training grounds with some enemies to
 kill and treasure to find.

   The Poisoned Imp
   ----------------

 Near where you enter this level you will find an Imp named Horex who will beg
 you to help his brother Odox who has been poisoned. Horex tells you that he
 needs a tooth of the creature that poisoned Odox to be able to cure him.
 Horex is also the game?s first (non-battlefield) merchant, so be sure to sell
 any junk that you have picked up to him.

 In the center of the map you will find a small room with two exits and two
 switches on either side. When you flip either lever it will cause one of the
 doors to open, but will cause the other to close. To get through this room
 you will have send your characters through one at a time. Start by sending
 one character into the room while the second operates the lever. Once the
 first character is through the room have him operate the lever on his side so
 the second character can get through.

 Once you are past that mischief, continue on and you will find a locked door
 in the easternmost room. To unlock this door you will need to extinguish the
 lit torch to the north of the door. Inside you will be attacked by the ?Bony
 Monster,? (a Giant Spider (*shudder*)) kill it and take the Poisonous Tooth
 that it drops.

 Leave this area the same way you came in and return to Horex. He will use the
 Tooth to cure Odox, then as a reward he will unlock a hatch. Inside the hatch
 you will find some gold along with your first Summoning Doll. Also, if you
 talk to Odox he will offer to train you.
 ([Warrior>Warrior Talents>Feign Death] (Level: 5) 400 Gold,
 [Summoning Dolls>Upgrades] (Level: 3) 400 gold)

__________________________________Citadel Maze_________________________________

 When you first enter this level you will have a dialog with the Imp
 ?Adventurer? Taxlehix. Get some training from him
 ([Survival>Thieving Skills>Pickpocket] (Level: 10) 900 Gold,
 [Survival>Thieving Skills>Lockpick] (Level: 10) 900 Gold,
 [Survival>Thieving Skills>Sneak] (Level: 10) 900 gold,
 [Survival>Thieving Skills>Poison] (Level: 10) 900 gold) then end the
 conversation and talk to him again. He will offer to play a game with you.
 Agree to his game and he will give you a riddle, answer ?The middle one? for
 some experience.

-Note: Immediately after playing his game  Taxlehix will vanish, so be sure to
       take care of any business with him while you can.

 When you reach the eastern end of this you will see three exits, take the
 middle one (The other two have traps in them) and continue on to the hallway.
 Follow this hallway north (If you take the southern path you will end up at a
 dead end where you will be ambushed by a pair of Stone Gargoyles) and follow
 this hallway until you reach to a large room. The door is locked, but the
 lever to open it is located in the far northeastern corner of the room.
 Continue on and when you reach a locked door with two levers on the side flip
 the left one to open the door. Through the door you will find two more
 levers, flip the right one this time to open the next door. Go through the
 door and enter the portal here.

 You come out in a wooded area with a single building in the center. Before
 you can do anything a woman will come up and talk to you. After she is done
 talking take a look around if you want, then follow her inside the building
 and you will be ambushed by a group of skeletons. Kill them all, but keep in
 mind that the instant you strike the final blow you will be teleported to a
 new area. (So if you want to grab any loot you will have to leave a skeleton
 alive.)

 You end up in a very small room. There is not much to do here other than rest
 in one of the beds here and grab the hidden Yit-Iceri charm then flip the
 lever on the west wall to open the door to another portal.

 You are teleported to a small hallway. Follow this hallway to the north and
 west until you come to a room with a Skeleton Boss who after a brief
 conversation will attack you. After you kill him continue on until you enter
 a room where the door behind you will lock, trapping you inside while the
 room starts to fill with poisonous gas. (Fortunately, the gas doesn?t do a
 lot of damage.) Press up against the southern wall until you find an
 illusionary section of wall that you can pass through. Go through the
 illusionary wall and flip the lever here to turn off the gas and open the
 locked doors. 

 Continue on and follow the hallway until you reach the end. Here you will
 find the (blocked) exit surrounded by several Chained Skeletons. Talk to one
 of the Chained Skeletons and when you are given a dialog choice, choose to
 insult and threaten them and they will open the exit for you.

 When you go through the exit you come to a small room with a large book on a
 pedestal and another Level 1 Battlefield Key. Read the book if you want and
 then go up the stairs and you will reach another small room with six smaller
 side rooms and a statue blocking the stairs. To continue on you need to flip
 the levers in each of the six side rooms. However, once you flip a lever you
 will be attacked by a Stone Gargoyle, (use crushing weapons against them) and
 once all six are flipped then the statue blocking the stairs will turn into
 an Earth Elemental and attack. Take the now unblocked stairs up and you will
 come to yet another small room. Take the Crystal Bag here and then the center
 Key (if you take either of the other keys you will be attacked by a Stone
 Gargoyle) and a Teleport Stone (Which you can?t take with you, by the way...)
 will appear. Click on the Teleport Stone and you will be warped all the way
 back to the Citadel Lower Levels.

 You are teleported near the stairs where you entered the Citadel Maze. Use
 the key you just grabbed to open the door that you couldn?t before. Through
 the door are the stairs up to the Citadel Prison. Here you can flip a lever
 that will unlock the door that those guards blocked so long ago and allow you
 to access the prison level again. Climb the stairs up to reach the Citadel
 Training Grounds.

____________________________Citadel Training Grounds___________________________

 When you first enter this level you will be attacked by a guard. Kill him and
 Death Knight will explain that it would be a good idea to avoid combat here.
 He will also give directions to some of the more important places on this
 level.

-Note: Be sure to keep the Citadel Guard aarmor that this guy will (probably)
       drop. If you wear this armor then most guards on this level won?t
       attack you. This walkthrough will assume that you are wearing Citadel
       Guard armor for this next section.

 When you enter the hallway to the west Death Knight will warn you that you
 are entering a Deathknight Patrol area. As you go through this area you will
 be randomly attacked by a Deathknight Patrollers. This isn?t quite as dire as
 Death Knight makes it out to be, because although they are rather strong,
 they will only come at you one at a time so you should be able to handle
 them. If you use the Sneak skill in this area you will avoid being attacked.
 Death Knight will warn you every time you enter/leave the Deathknight Patrol
 area.

 Follow the hallway west, then take the first path north, and take the first
 path east. Duck into the small side room here, you are safe from the
 Deathknight patrols here and there is the Level 2 Battlefield Key buried
 under some debris. (Use the Alt key to find it.) Continue on to the north
 until you reach another side room, this one has three levers on the northern
 wall, flip the right, left, and then the center levers in that order to open
 the locked door up ahead. Continue on to the east and through the door you
 just opened to leave the Deathknight Patrol area.

 There are a couple of things to do here. First you can talk to the Military
 Instructor to get some (slightly skewed) information on the Raanaar, (Who he
 calls Riftrunners) and get some training. ([Warrior>Defensive Specialties>]
 (Level: 5) 210 gold) Then go to the Weapons Officer to ?rent? some equipment
 (you can?t get all that wonderful loot he has piled up in the back of the
 room, sorry) and get some more training. ([Warrior>Craftsmanship>Repair]
 (Level: 5) 300 gold, [Warrior>Craftsmanship>Sharpen Weapon] (Level: 5) 300
 gold, [Warrior>Craftsmanship>Recover Arrows] (Level: 5) 300 gold,
 [Warrior>Craftsmanship>Identify] (Level: 5) 300 gold) Finally, in the
 southern room you will see an Altar with four Scribe Scrolls arranged around
 it. Click on all four (and ignore Death Knight?s protests) and you will
 release a Ghost who will attack. (There might be more to this, but I don?t
 know)

 When you are done here Retrace your steps back to the room with the
 Battlefield key. Go east from here this time take the eastern route to reach
 the main training ground.

 As you wander around here you will be stopped by a Drill Instructor who will
 ask who recruited you. Answer ?Chaos led me,? (If you choose any of the other
 responses he will attack) and you can also get him to train you if you want.
 ([Warrior>Melee Specialties>Two Handed>Slashing] (Level: 5) 500 gold,
 [Warrior>Melee Specialties>Two Handed>Piercing] (Level: 5) 500 gold,
 [Warrior>Melee Specialties>Two Handed>Crushing] (Level: 5) 500 gold)

 Go to the far northeastern corner of this room and flip a lever to open a
 door to the east that leads to the area with the infirmary. (You could have
 reached this area by taking the northern route in the Deathknight Patrol
 area, but this door can?t be opened from the other side, so you would have
 had to come back through the Patrol area to continue on.)

 To open the door to the west you will have to flip the four levers that are
 each located in small rooms at each of the four corners of this area. When
 they are flipped each lever will say a single word. Start with the lever in
 the northwestern room, (?Beware?) then the one in the southwestern room,
 (?Of?) next go to the one in the northeastern, (?The?) and finally the one in
 the southeastern room. (?Traps?)

 Go through the newly opened door to the west (There several rather nasty
 traps in this hallway, so tread carefully) until you reach another room. When
 you enter the center area here one of the soldiers will recognize you and
 attack. Kill the Lieutenant and his flunkies and the key that they drop. Use
 the key to open a locked door and flip the lever there to open a passage to
 the east. When you go through the passage you just opened you will be stopped
 by a guard who will attack. You come to a room with five levers in it. If you
 flip the far right switch you will be attacked by a Stone Gargoyle, so leave
 that one alone while you flip each of the other four levers twice to unlock a
 door to the west. Go back to the room you came from and continue on to the
 west and you will be stopped by another guard who will attack. Kill him and
 open the door you just unlocked to reach the stairs that lead up to the
 Citadel Barracks.

   The Parcours
   ------------

 In one of the side rooms in the Deathknight Patrol area you will find a
 Hiding Soldier who will babble something about the Parcours before attacking
 you. After he is dead Death Knight will tell you a bit about these Parcours,
 it is a trap-filled maze that soldiers are thrown into as punishment, but
 sometimes they can try to make through for a prize if they are successful.

 Continue on to the main training grounds and talk to Laurel, he will offer
 you a chance to run through the Parcours. Say you will try and he will open a
 nearby door, go through it to enter the Parcours. Despite what you might have
 heard about this place it?s not that dangerous, you just have to keep an eye
 on your health and you should make it through just fine. When you make it out
 talk to Laurel again for some experience and gold.

   The Archery Champion
   --------------------

 In the main training area you will come across the Archery Champion boasting
 about his l33t archery skillz. After he is done talk to Rupert and he will
 tell you that he thinks that the Archery Champion is cheating but he can?t
 prove it. Agree to help him out then talk to the Imp standing next the
 Archery targets. Accuse him of helping the Archery Champion and when he
 denies it, threaten to tell his master and he will admit to moving the
 targets. Go back to Rupert and tell him about the imp for experience and some
 money. You can also get training from Rupert.
 ([Warrior>Ranged Specialties>Bow] (Level: 5) 300 gold)

   Repossession
   ------------

 Talk to the merchant who is located next to the Infirmary and he will ask you
 to help him out. Of course he won?t tell you exactly what he wants you to do
 until you agree to help him. He wants you to get back a book he sold to
 General Bram.

 Go up to the Citadel Barracks and near the entrance to Samuel?s Lair you will
 find Kegan who is guarding the door to Bram?s Quarters. He won?t let you
 pass, but he does mention something about bringing him some White Rum. You
 can find some White Rum in the room near the Recruit?s Bunks, where you
 solved the chess puzzle. Take the rum back to Kegan and he will drop the key
 to Bram?s Quarters on the ground. Pick up the key and enter Bram?s Quarters.

 Move the packages on the western wall to unblock a secret door and go down a
 hatch on the other side to enter General Bram?s Private Dungeon. Inside the
 far eastern cell you will find the book that you are looking for, but when
 you try to take it you will inadvertently release three of General Bram?s
 Victims who will attack you. When they are dead take the book and the Skill
 Book [Summoning Dolls>Upgrades] that the one of the ghosts drop. Go all the
 way back to the merchant who gave you this quest and he will give you a Two
 Handed Sword as a reward.

   The Laughing Guard
   ------------------

 Near where the merchant you brought the book to is located you can find a
 guard who will tell you about how he?s not allowed to laugh. Now you can
 either leave him alone or you can tell a joke to him. Either way you get
 experience, but if you told him a joke he will give some money to you to make
 you go away.

   The... uh... ?Friendly? Medic
   -----------------------------

 After you talk to the medic at the Infirmary he will ask if you could find a
 book he lost. The book is located back on the Prison level, partially
 obscured by a Haystack in one of the Arena?s spider pens. (I wonder how it
 got there...) Take the book back to the medic and he will give a key to you
 that will open his dresser, inside are some potions and a Skill Book.
 ([Survival>Alchemy], [Wizard>Elemental Attack>Spread>Missile],
 [Wizard>Elemental Defense>Individual>Reflective],
 [Wizard>Elemental Defense>Individual>Resistance],
 [Wizard>Elemental Curses>Focused]) Also, be sure to grab the Sulfur that?s
 located on a table in the doctor?s office, as you will need it later.

________________________________Citadel Barracks_______________________________

 When you enter this level Death Knight will talk to you again about the
 Barracks level, giving you directions to certain areas on this level. You
 start out in the Officer?s Quarters, Go through the north hallway until you
 come to an intersection. Death Knight will warn you that there is another
 Deathknight patrol working up here, but it is not quite as bad as in the
 Training Grounds since there is only the single Deathknight Patroller
 wandering around.

 If you go to the north or to the east you will end up at the Forge, but the
 door is locked. Death Knight will tell you that Samuel has the key to the
 forge, so we?ll have to come back later.

 Go west and you will come to The Recruit?s Bunks, loot the area then continue
 to the south and you will reach the Kitchen and Bathrooms. You will run into
 a pair of guards who will stop you, then attack. Continue on until you reach
 the General?s Quarters, you will be stopped by another pair of guards, but
 you can bribe your way past them.

 Flip a nearby lever to open a door to the east. In the far eastern room there
 are four Guards who will attack you, but if you ring the Alarm Gong you will
 draw three of the guards into the gong room. You can then circle around to
 the north and you will only have to fight the single guard that stays behind.
 The stairs in this room lead to Samuel?s Lair and the end of Act I.

   The Chess Maniac
   ----------------

 Near the Recruit?s Bunks you will find a soldier who will challenge you to
 solve a chess puzzle. Take a look at the chessboard, talk to the soldier and
 he will ask what move you should make, answer ?Knight d3 to e5? to solve the
 puzzle.

   Pest Control
   ------------

 When you talk the Military Cook inside the kitchen he will complain about the
 rats that have gotten into the storeroom. He will say that he has sent out
 his Imp Rashax to exterminate the pests, but the coward has run off. He asks
 you to convince Rashax to do his duty. You can find Rashax hiding out in one
 of the bathrooms to the south of the kitchen. Try to convince him to kill the
 rats, but it won?t work, he is just too scared of the rats. He will finally
 ask you to take care of the rats for him. Agree to help him out and he will
 give you a key to the storeroom. Use the key that Rashax gave you to open the
 storeroom and kill the rats inside, (feel free to raid the storeroom while
 you are here) and return to the cook for experience. (Also be sure to grab
 the Barrel of Salt that is in the kitchen while you are here, it will be
 needed later.)

__________________________________Act I Finale_________________________________

 When you enter Samuel?s Lair you will confront Samuel, but that confrontation
 is cut short when he is summoned away by a Necromancer, leaving you to deal
 with four elite Deathknights. Two of them will attack with Melee weapons,
 while the other two will stand back and pelt you with arrows. (They use Fire
 Arrows, so be sure to place any Fire Crystals you have into your Crystal
 Bag.) When all four are dead, take the keys that two of them dropped and use
 them to open the treasure vaults to the east and west. In the eastern vault
 you will find a sapphire key, (along with the Level 3 Battlefield key) and in
 the western vault is another key, take both keys and leave Samuel?s Lair.

 Use the Sapphire Key from the eastern vault to open a nearby locked door.
 There is a set of stairs in this room that will lead out of the Citadel and
 end Act I when you take them.

 There is another way to end the act, but first you will need to find three
 items: a Barrel of Coal, a Barrel of Salt, and some Sulfur.

 -Barrel of Coal: Inside the room where you fought Fergus on the Prison level.
 -Barrel of Salt: Inside the Kitchen on the Barracks level.
 -Sulfur: On a table inside the Doctor?s office in the Training Grounds.

 Take the Salt and drag and drop it onto the Coal to mix them together, then
 drag and drop the Sulfur onto the Salt and Coal mixture to make some
 explosives.

 In the far northern area of the Barracks there is a locked door leading to a
 Forge. Use the key you found in the western treasure vault of Samuel?s Lair
 to open the door. Inside you will be attacked by the Smith, kill him and
 Death Knight will mention that if you destroy the forge you can cause the
 entire Citadel to be flooded with lava. Drag and drop the Explosives you just
 made onto the Forge to get some experience and end Act I.

To be continued...


*******************************************************************************

???????????????????????????????????????????????????????????????????????????????
|||||||||||||||||||||||Frequently Asked Questions [#008]|||||||||||||||||||||||
???????????????????????????????????????????????????????????????????????????????

-Q: My game crashes whenever I go to a neww act!
 A: This is a bug that happens when you play Beyond Divinity on a Windows 98
    machine at a high resolution. To get around this you will have to set your
    resolution to 640x480 (the lowest one) whenever you switch acts.

-Q: This Battlefield Dungeon is completelyy empty!
 A: This is a bug in the Battlefield generation code that causes a Battlefield
    Dungeon to be completely devoid of enemies. (This bug most commonly occurs
    at the Act I: Level 2 dungeon.) This has (hopefully) been fixed with the
    latest patch.

-Q: Where do I get a second Crystal Bag?
 A: You don?t. There is only one Crystal Bag in the entire game.

-Q: How do I return to an Act once I complleted it?
 A: There is no way to return to an Act once it has been completed.


???????????????????????????????????????????????????????????????????????????????
||||||||||||||||||||||||||||||Contributors [#009]||||||||||||||||||||||||||||||
???????????????????????????????????????????????????????????????????????????????

-All the wonderful people on the Larian.coom Beyond Divinity forums for being a
 near limitless source of information on this game

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 *sigh* How many more 20+ MB downloads can my modem take?


 Please don?t put this walkthrough up on any website without my permission.
 This document is Copyright 2004 James ?JaggedJim? Ramsey.

                               In loving memory
                             Mae Vanek: 1930-2002