Hi, I'm just about to set the explosives at the top of the citadel. So I guess this would be a good time to check I've done everything! Good ol' divinity, just when you have everything nicely piled up, it drags you to another dimension where your stack suddenly becomes forever lost (great to have an RPG where items don't vanish with time, but what a shame it just steals them en-masse when it exports you somewhere without so much as a by your leave... anyway...) and I'm not really keen on dragging 1000 weight around in the next act until I find the new Battlefield Key, so, without further ado...
Which of the following non-shoppable items shall I ditch before I exit? Which will never be needed and which could I still have some fun with before I blow the joint:
Pot 2
Claymore Deathknight Claw - Unique
Iron Bar
Manuscript of a Monster
Edmund's letter to Abbe
White Rum
Bottle of Wine (the one shaped like an upside down hip flask)
Golden Jug
3 x Plants (that look like giant fungi)
Small Hammer Head Crusher - Unique
Hammer (the Gong Hammer, never been gonged)
Book on Torture (the guy said there was another buyer somewhere...)
Empty Plate (looks like a lab dish)
Bedroll
8 x Rope
3 x Tied Rope
6 x Partially Decoded Manuscripts
& also, should I go back for a barrel of poison & if so why?
& also, should I find a way to unlock the kitchen storeroom, the general's cupboard, a couple of chests in the barracks & the bloke in the toilet?
& also, will any of the soldiers be missed later in the game? (they are all dead except the guy in the toilet)
I'm quitting for tonight, but I'd greatly appreciate some help before I restart sometime tomorrow!!!!!!!!
Thanks in advance to all who contribute!
LastDanceSaloon
Act 1 Leftovers - help requested
- LastDanceSaloon
- Posts: 270
- Joined: Sat Jan 24, 2009 3:59 pm
- Contact:
Hello.
I remember the white rum being a gift for a soldier (Keegan?) guarding the general's rooms. You could just kill him though. Either way, the rum's useless afterward.
Pots, iron bars, metal jugs, alcohol, plates, are useless. Rope is useless after the citadel, except that there's a certain pit you can climb down into in Act II's village - can't recall if you need your own rope or not. Maybe keep one on you just in case.
You must have already given the torture book to Tully if you have the Deathknight claw. If so, nothing special about the book. Someone might buy it, but no special merchant. The same goes for most books, letters, manuscript...any non-quest ones are dead weight. The Ranaar manuscripts seem more interesting because you're still decoding them, but they're mostly mundane letters.
Keep the bedroll if you employ sleeping and eating to regain health and mana. I personally never slept in BD.
Those plants are good for alchemy. Once you have the skill, you can right click on the plants and make potions. Again, I never really got much use out of this skill.
As for the weapons, I would sell anything you, your deathknight, or your summoning dolls aren't wearing or planning to wear. I can't remember if merchants just don't buy unique items or what...if not, just ditch them. Ditch the gong hammer, regardless of whether or not you've used it.
No reason to go get the barrel of poison. In the first game you could fill empty flasks at poison barrels...don't think that's possible in BD.
You can't ever get in the bathroom - that guy will be in there straining until you blow the place sky-high. The other soldiers in there will be missed, I suppose, but not in any quest-affecting ways.
As for unlocking the other areas...that's up to you. Probably just missing out on some crap to decent loot, nothing major. See the walkthough for ways to access those areas.
Cheers.
I remember the white rum being a gift for a soldier (Keegan?) guarding the general's rooms. You could just kill him though. Either way, the rum's useless afterward.
Pots, iron bars, metal jugs, alcohol, plates, are useless. Rope is useless after the citadel, except that there's a certain pit you can climb down into in Act II's village - can't recall if you need your own rope or not. Maybe keep one on you just in case.
You must have already given the torture book to Tully if you have the Deathknight claw. If so, nothing special about the book. Someone might buy it, but no special merchant. The same goes for most books, letters, manuscript...any non-quest ones are dead weight. The Ranaar manuscripts seem more interesting because you're still decoding them, but they're mostly mundane letters.
Keep the bedroll if you employ sleeping and eating to regain health and mana. I personally never slept in BD.
Those plants are good for alchemy. Once you have the skill, you can right click on the plants and make potions. Again, I never really got much use out of this skill.
As for the weapons, I would sell anything you, your deathknight, or your summoning dolls aren't wearing or planning to wear. I can't remember if merchants just don't buy unique items or what...if not, just ditch them. Ditch the gong hammer, regardless of whether or not you've used it.
No reason to go get the barrel of poison. In the first game you could fill empty flasks at poison barrels...don't think that's possible in BD.
You can't ever get in the bathroom - that guy will be in there straining until you blow the place sky-high. The other soldiers in there will be missed, I suppose, but not in any quest-affecting ways.
As for unlocking the other areas...that's up to you. Probably just missing out on some crap to decent loot, nothing major. See the walkthough for ways to access those areas.
Cheers.
- LastDanceSaloon
- Posts: 270
- Joined: Sat Jan 24, 2009 3:59 pm
- Contact: