Death in the Pot. The Missing Masters Divinity Oil Pump

Aggressive Takeover is a side quest in Divinity: Original sin 2. We found a trail of blood. Probably, someone nearby died a painful death ...

Important NPCs
  • Garvan
Passing

This quest is related to the quest "Losses in the Ledger". It is recommended to run them at the same time.

On the road west of Driftwood, near the bridge, you can see a trail of blood (requires Perception).

Following these trails, you will find Garvan's supplies. From an ambush, you will be attacked by two fiendish beasts and a Void-touched beast master.

Kill them and explore this area. You will find a shallow grave in which Liam, Garvan's partner and mentor, is buried.

Use the Spiritism ability, then talk to Liam's spirit. He will tell the truth about his death. It turns out that he was not killed by fiends, but by Garvan himself. Agree to avenge Liam.

If you want to kill Garvan without attracting attention, then feed him tainted stew made from meat stew (can be bought from Lovrik) and any fish touched by the Void (can be found in the fish store opposite the tavern). After such a treat, Garvan will go to the toilets behind the tavern. Attack and kill him. Or tell him that you know who killed Liam, and then the fight will also begin.

Pick up Garvan's head from the remains and take it to Liam. The spirit will mark the treasure on your map, because of which Garvan killed his mentor.

However, if you eat Garvan's head with an elf, you will receive a unique talent "Secrets of the Merchant", which gives +1 to barter. If you decide to do this, then Liam will not tell you about his hidden treasure, although you can find the cache without it.

Job structure

We found a trail of blood. Probably, someone nearby died a painful death ...

We followed the trail of blood to a shallow grave.

In the grave, we found the remains of a merchant. Having tasted his flesh, we learned that he was betrayed and killed by someone close to him.

The ghost of the merchant Liam wants to take revenge on his killer Garvan. Maybe we can help the ghost.

We agreed to help Liam's ghost in revenge by killing Garvan and returning with proof of his death. Garvan is now either in Driftwood or on the road somewhere in the vicinity.

Garvan slain:

  • We killed Garvan. Now we need to find a way to prove it to Liam's spirit.

Kill Garvan and eat the remains:

  • One of us ate Garvan's head, and we learned that he killed his mentor Liam somewhere near the bridge.

Mission completion options:

  • Garvan - Liam's apprentice who killed his mentor - is dead, and the ghost of the merchant has found peace. Before leaving for the Halls of Echo, he told us about the place in the Monastery Forest, where he buried his belongings.
  • We informed Liam's spirit that Garvan's head had been eaten. Without proof that revenge has indeed taken place, Liam will not be able to find peace.
  • One of us was swallowed up by the ghost of the merchant Liam. Whatever happened to him before, now it doesn't matter.
  • We have left the Reaper's Coast. No matter how this case ends, we will not know about it.

The Reaper's Coast looks much darker than the first Isle of Joy. No, of course, there are also cheerful glades here, bathed in the sun. But, fortunately, not that many. Literally a hundred meters from the coast, a cemetery begins - a blooper ...

On the coast of the Reaper, there are many enemies - these are not only masters, but also gnomes, elves. A couple of trolls who are not at all friendly with each other, and such unusual creatures as scarecrows. So you help some, you kill others. In addition, there are many monsters - creatures of the void, crawlers, skeletons and others.

And in the sea, and on the shore, the fiends of the void are rampaging. Even sharks escape from them - they are thrown ashore and die there. The first task is to look around. It's not worth breaking into the city right away. You can chat with the boy Barrin Pruitt, who is lost. His mother locked herself in a house on the other side of the raised bridge. Later, you will have to help the family reunite, while it's too early, just not to pull the mobs. Not far from the post of masters, someone is being hanged on the bridge. This character - Maester Siwa - should be saved at all costs. At the same time, it is not necessary to fight with corrupt masters (there are five of them after all), it is enough to bribe 300 coins. They disappear somewhere. However, if you want to shed blood, the rangers should first be placed on a nearby platform - they hit harder from a height.

Changes in the composition of the group. On the Reaper coast, you arrive at approximately level 9-10. The enemies that you will meet are from level 11, then 12, 14 and higher levels will go. It may be difficult to fight them at first. But if you wait out these difficult moments and get to about level 12 and, most importantly, get good clothes (the easiest way is through theft), then the detachment makes sense to remake. That is, to refuse the services of all four characters and walk exclusively together. Two are easier to dress, two are easier to control during combat. And you will be surprised how much a squad of two (and, regardless of the level of difficulty) is stronger than a group of four. To do this, however, in the talents of at least one character it is worth taking "Lone Wolf" - it gives 2 action points and increases health, magical and physical armor by 30%. Who exactly to take into such a squad is at your discretion. On "tactics" I preferred "a necromancer with a wand and a shield (necromancy - 20, summoning - 15, the rest in defense - while trying to figure out which is better, evasion due to" leadership "or reflection due to" retribution ") and a fighter with one-handed and a shield (20 in military, 10 in one-handed, the rest in the art of killing for crit). The former is better for single target attacks, the latter for massive attacks. The first one is very much helped by the ability "Raise a bone widow", which deals huge physical damage, the second - a shield throw. To the current 13th level, the necromancer has 1.5k magic armor and 800 physical, the lizard fighter has 1.5k physical and 800 magical. Health 1.2k (not enough, of course, you need at least 1.5k) and 2k, respectively. A streak of attacks from different enemies survives - see the multi-fight threading on tactics.

The fundamental difference between the Reaper's Coast and the Island of Joy is that here you can change the attributes of your characters as you like: it will not work with one set - you can try with another. This change is useful not only during combat, but also in peacetime. Yes, some mobs are immune to certain elements - they even heal them, so you need to use others. It is easier for skeletons to pick locks with their bones, in battle they can pretend to be dead.

To some extent, the set of quests on the Coast depends on how you completed the previous chapter. If an important character has been killed, the quest chain associated with him will be unavailable. The main thing is not to tell anyone that you are a murderer and a sorcerer. The set of secondary tasks also depends on the composition of the group.

There are a decent number of merchants on Reaper's Coast. This means that the squad can be dressed like a needle in the most top-end. Where to get money? This means that you will not only have to collect any garbage in the vicinity and craft something worthwhile from it, but also steal. I preferred the latter. Gathered a merchant and thieves gang, which rob the inhabitants of the glorious Coast to the skin ... In the city you can easily steal 25-30 thousand coins from merchants, in the arena - at least 20 thousand, from paladins - somewhere 15-20 thousand. 30 thousand at the sawmill. A thief of the sixth level is able to steal 6 thousand - in these locations there are 4 large merchants, plus even little things. Count yourself. How to steal - see the link.

Somewhere on the road you will meet scurrying chickens. The quest associated with it deserves a mention, if only because at the very end one of the most bizarre and senseless battles will follow. When you, who have already reached the tenth level (or even more), are fighting with many chickens of the first level. Of course, they cannot do you any harm, of course, you kill them on the first hit. But there are a lot of these chickens, they also multiply and climb, climb on you ... So, for now, normal chickens will have to slip one of the distorted eggs, having previously beaten it off the fiends. A black chicken will hatch from it and follow you, like the cat in the first chapter. True, this time this beast will climb into the dredge. As soon as you get to the magic rooster (not far from the paladins' dwelling, across the bridge to the north), it will climb. And then - fiddling with aggressive chickens.

After - the city. It also has a lot of interesting things. And to help the dog, find lost objects (rings, etc.) which is tormented by some beggar, and talk to Raymond about the disappearing masters, and feed the guest of the inn with rotten soup, and get drunk as a lord, and even have sex - this work is best entrusted to Red the prince. The city also has an arena where you will have to defeat Murga, a tough gnome. In general, on this island, there is a very tense relationship between the human masters, elves and gnomes. The masters disappear - the dwarves are to blame for this. So you have to take sides: help some, kill others. Outside, the elves will offer to deal with the bandits at the sawmill. Again, a choice is given.

Crime in the tavern and in the arena. The only town on the Reaper's Coast is just a bunch of criminals. Masters easily hang, fishing businessmen easily send poisoned fish to large cities. The bandits even arrange multiple moves - they rob the new arrivals in the brothel and force them to fight in the arena. The main character is also good or good. Immediately believed a very strange person in the tavern who offered her a magnificent night with her best lover. And in the morning she found that the gang had robbed her to the skin. And in a negligee put it on the city square. What to do? Revenge, of course. Having penetrated the arena - much larger than on the Island of Joy - the character again agrees to everything: to fight in bandages, in which long-range attacks are inaccessible. You have to come close to the enemy in order to destroy him. And all this - both the first battle, and the battle with the tough gnome and the monster of the void - for the sake of the title of champion of the arena. Then you can arrange a massacre ...

After leaving the city, start moving deeper into the island, fighting off a variety of monsters. On the way through the forest, mad gnomes will often attack. Somewhere the witch Alice is hanging out. By the way, if you come across a farm, talk to the animals there; they, it turns out, are enchanted people - by killing a witch these cows and frogs can be bewitched.

You will certainly have to master one of the Source spells: Spirit Gaze. This is done in Siwa's basement. Quite a lot will have to be done in the mines. Paladins are also people, but quite noble to themselves, not like the masters - they suspect something and ask to investigate. It is imperative to complete the tasks of Tarkin (otherwise he will not return to the ship) - he needs an artifact from the crypt of the Surrey.

The ultimate goal of being on Reaper's Coast is to increase your Source Points from one to three, and in addition to master ghost vision. One of the source points and ghostly sight, as already mentioned, is given in Siwa's basement. You only need to visit the other world twice. The third point is earned different ways depending on which side you choose. For example, I saved a blind elf from the clutches of bandits from a sawmill, which I met in the first chapter on the Island of Joy. You can also help the lawyer on the island of the blood moon (and then kill him on the instructions of the sorcerer Jaan), or destroy the fiend boss in the area near the sawmill. How to get to the island - see the puzzle note.

By the way, on the Reaper's Coast you can replenish the ship. The bow master Korben Day, the sorceress Almira with her lover Mikal joined. There will be someone to rob ...

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4.1. Reaper's Coast
Divinity Original Sin 2. Walkthrough

Quest: Abrupt awakening

On the ship we board a boat and swim to the shore. The entire coast is covered with poisoned fish. If we have undead in our squad, we can collect fish and use instead of medicinal bottles with poison. A little higher we activate the portal "Driftwood - Dunes".

On the left we find an ejected shark, we offer to return it to the water, but she refuses, because all the water around is contaminated with emptiness. We can kill a shark, inside it we will find a part of a human body. Any elf eat this limb, he will see the memories of a boy who was eaten by a shark (needed to complete quest "Hide and Seek").

In the fields on the left we see a battle between a gnome and a large praying mantis. When we approach, they will hide, and 4 disgusting fiends and 2 disastrous fiends with poisoned blood will attack us (eq. 9).


Quest: Plundered caravan

On the central road we find 3 broken wagons of masters, next to their corpses and killed gnomes. One dwarf warrior is alive, but she indistinctly explains what happened here. The boy on the right will tell you for sure that the fiends of the void attacked the caravan.

A little later, the collected information will allow us to enter the city. We tell the guards on the bridge that we have news of the caravan, and they will let us through.


Quest: They Won't Pass

On the right, on the edge of the bridge, is the boy Barrin Pruitt. His mother remained in the house on the other side, surrounded by fiends. The boy asks to save her. You can try to teleport to the other side, but the transferred character will immediately enter into battle with the monsters and will be in the minority. You can normally cross the river a little later - in the north through the paladin checkpoint.


We go along the river to the north, on the bank we find hens whose eggs have disappeared. We rise even higher, fight with the monster Venomwing Fiend (eq. 9), around it there are large distorted eggs, from which fiends will hatch in battle. Above, in a dead end, lies the surviving egg, we take it, we carry the Big Margin chicken for incubation.

When we return here again, a black Piskun chicken will appear from the egg, he will kill all healthy chickens, and will follow us. The chicken needs to be delivered to the north, we will cross the bridge of paladins, and even further north we will meet the magic rooster. Near him Piskun will turn into a monster, we fight with him, and the quest is over.


Pidge Boy asks about Ifan ben Mezd. He must be in the squad to continue the quest.

In the north, a gallows is installed, Siwa is suspended from it, but so far we do not have enough strength to free her from the masters.

4.2. Driftwood
Divinity: Original Sin 2. Quests in Russian


Quest: Law of the Order

We enter the city through the western bridge. There is a statue and 4 merchants in the center. Better from the very beginning to go to the southern pier and meet with the local chief - Magister Raymond. He will sense the Source in us, but he can be deceived by saying that we have come to join the order. Raymond will believe, will give us the Podorozhnaya document, and the guards will not bother us anymore. Raymond urgently leaves on the ship, and leaves Magister Julian for the main one, then we communicate with him. We learn about the disappearance of several masters right in the city.


Quest: A man and his dog

At the central city fountain sits a beggar-loafer with a dog, and begs for money. We examine the dog, turn over his collar, ask about the owner's cache. We can demand money from the very beggar for bullying a dog, or drive him out of the city.


Town herald Togrof tells 3 news.

Tavern "Black bull"

Inside the tavern, the girl Safa is sitting at the counter, you can get drunk with her. We communicate with the innkeeper, we are not rude to her, because it turns out that she is the mother of one of the masters.


Quest: Losses in the ledger

On the right at the table sits Garvan, if you talk to him, he will mistake us for a waiter. After lunch, Havan will tell his story: he and his teacher Liam were transporting a valuable cargo, and left it halfway due to the attack of the fiend. He asks to find the missing cargo on the western trade road, in the Hills of the Shipbreakers. (We will complete the quest later).


Quest: Love Has a Price

In the tavern we communicate with a local worker named Lovrik, he offers additional services of the tavern. In the conversation, we choose the race and gender of the person with whom we want to spend the night, we get the key to the 3rd floor. You need to enter the floor with only one hero, separated from the companions. If we buy this service by the Red Prince, in the morning there will be a vision of the Red Princess.


Quest: You Can't Fill Grief

There is a hotel on the 2nd floor of the tavern. It is home to a wealthy merchant, traveler, and woman Captain Ableweather. The captain tells that her ship sank, but she survived and this does not give her rest. We can buy the item "Ruler's Orb" from her.

When we get the source spell "Ghost Sight", we apply it near the captain. We will see a spirit nearby, we persuade him to stop ringing the bell - we say that he received a promotion and became a captain in the halls of the echo. The spirit will disappear, after which Ableweather, as a reward, will tell you where to look for the magic compass.


Quest: Sleeping Adventurer

On the 2nd floor of the tavern, in the dormitory, there is a traveler who cannot be woken up. In a dream, he lists several recipes. Next to the traveler is a closed chest that talks and requires a password. We speak with the adventurer, pretend to be his mother, and thus we will hear from him the code word. We open the chest.


Underground tavern

In the western part of the tavern, a gnome guard guards the entrance to the basement. We can pay him 1 time 50 coins for a pass. Downstairs there is an underground tavern.

Here on the right we meet the lizard Ganges, he tells the Red Prince where to look for the next dreamer.

In the left corner is the headquarters of the local underground leader of the gnomes - Lohar. We witness how his own daughter Marla attacked him with a knife, but the attempt failed. We ask him to tell about the local strong sorcerers, he mentions the dwarf Mordus, we go in search of him.


Quest: Web of Carnal Desires

In the center of the underground tavern is the girl Dorothea the Luxurious. She promises to improve one of the characteristics in exchange for a kiss. We agree, we go with her to a deserted dead end. Dorothea will turn into a huge spider, we can attack her (then we will get nothing), or still accept her kiss (we will get the unique talent "Spider's Kiss").


Quest: Driftwood Arena

In the second half of the dungeon, there is a combat arena. The local champion is the dwarf Murga. To fight her, we must not only defeat a team of opponents of 5 people, but do it blindfolded (a permanent property of "blindness" in battle). If for the first time we abandoned the blind fight, we approach the gnome again, he will allow the fight to be repeated (but this does not always work).

Other buildings in the city

Driftwood Prison is located to the right of the tavern. The boss sits in the office, he promises to pay a reward for the capture of the murderer of masters. In the basement, the cameras are watched by a man who is not satisfied with his work and is hiding something. We can convince him and he will quit his job.


Quest: hide and seek

The boy Ben Buttons and the girl Harrietta are on the pier. They will share with us that their friend sailed to Fort Joy. On the banks of Driftwood, we found a shark and a boy inside it. We tell the children how their friend's adventure ended.


Children play Alexandra and Ailment.


Quest: The Lost Masters

We learn from passers-by that 3 masters have already disappeared in the city. The guards naively suspect some old dealer of this. The elf Stewart has more specific information at the entrance to the tavern, he believes that the culprit is one of the guests of the tavern.


Driftwood Fish Stores. There are gnomes working in the warehouses, but there are also many masters who are looking for a suspected junk dealer. Upstairs in the office sits the boss, he talks about the supply of poisoned fish, but does not say who might need it.

To the right of the salt conveyor, we communicate with the gnome to find out about the supplies. In the dialog, it will be possible to inspect the barrel, we will see the inscription of the destination - "Black House".


Quest: Strange Cargo

On the left, outside the warehouses, we meet the gnome Kannox. He knows where the wanted person is hiding, but he won't just blabber. In the dialogue, we mention that we were in Fore "Joy" and were able to get out of there, the attitude of the gnome will immediately change. He will tell you that the old man hid in one of the barrels of fish.

We go to the right room near the coast, in one of the barrels we find Higba the old man. He asks to take him out of the encirclement, out of the city. The safest way is along the south bank to the left. On this path, only two masters are patrolling (level 9), we run until they are gone. If they do notice us, there will be an option to either surrender Higba or join the battle. The masters will fight alone, without calling for help from neighboring guards.

When we cross the western river, Higba will thank and hide in the barrel again. You can get the Acid Spores scroll from him. In the conversation, we find out that he bought the things of the killed masters from the cook in the tavern. (For saving the junk dealer we get the "Hero" tag).


In the tavern we communicate with the cook Uyvliya. In the conversation, we find out that it is she and her accomplices who secretly kill the masters, and then prepare meat stew of them. But for her to be imprisoned, you need to find solid evidence.


Quest: Lost and Found

We go further west from the fish warehouses. On the shore we meet the gnome Lagan, he dropped wedding ring in water. The ring is right here under the pier, but as soon as we pick it up, monsters will jump out of the water. Against us is the Moloch of the void (eq. 10) and 5 electric frogs "Water fiend" (eq. 9). Since the enemies specialize in electricity, we move away from the water.


Quest: Abrupt awakening (continued)

Siwa's house is in the upper right corner of the city. At the entrance, the girl says that Siwa was captured and taken away by the masters. The house is locked, you can see a mess inside.

We go to the right through the ford. There is a gallows on the high road, two lizards are suspended from it, one of which is Maestr Siwa. She wants us to free her right away, but the executioner Ninyan (level 9) and 5 more masters nearby, we need to prepare for battle.

Together with her we return to her house. Inside, we remove the picture from the wall, behind it is the button. A hatch will appear under the bed, we enter the password there, which only Siwa knows.

In the basement, you need to go through a ritual to meet with God:

1. In the nightstand to the right of Siwa we take a black root and a knife.

2. On the left from the triangular stand we take the bowl.

3. Double click on the knife to leave your blood on it.

4. Turn on the crafting menu (key G), combine the bowl with the root and the bloody knife.

5. We put the resulting potion directly under the statue of the dragon, spin the wheel, smoke will go from the potion.

6. Select the option "Retain smoke in the lungs".

We communicate with God, he will teach a new spell of the Source "Spirit's Look" - the ability to see the world of spirits. We go into the cloud on the right, we return to our world. Right in this room we can see the first ghost - the Spirit of the Master.



Quest: The Missing Masters (continued)

In the city, we can enter the tavern and see the spirit of one of the murdered masters named Harrick. In the conversation, we learn that the cook Uyvliya killed her, and the spirit cannot rest because of the ring left on her hand.

We pass by one character-thief, while the cook is in the right room, in the left room we examine a separate board in the floor (we need a hero with a high perception), in the cache we find a severed hand and a ring on it.

Option 1. If we show the ring to the officer in the prison, he will send his subordinate to the detention of the cook, and she will die.

Option 2. We show the ring to the ghost Harrick, she will ask to give it to her comrades. It is better to give the evidence to the elf Stuart so that he will be accepted back to the magister.

Option 3. If we show the ring to the cook, then either we support her, or we immediately enter the battle. After the victory, of the evidence, only her list of victims will remain on the sheet, we refer it to the officer. We get 1 of 4 items to choose from.

4.3. Shipbreaker Hills
Divinity: Original Sin 2. Walkthrough site


Ambushes on the way. 4 Possessed Summoners attack (lvl 10). If there is a mystic in the squad, he can intercept control of the possessed and avoid combat.

Set up camp on a hill, in a pool of poison lies the corpse of a gnome, he has a key.


Quest: The Burning Prophet

A statue on a hill. There are 5 torches in front of it, but they go out immediately after ignition. If we teleport to this statue from another region, we will find a sorceress here who will quickly run away, the teleport will turn off.


Quest: Empty Dreams

Ancient lamp on the south bank. A genie will appear. If you have the skill of persuasion, my choice is one desire (we get experience). In any other case, the genie will attack us and call the enchanted sea water to our aid (eq. 10).


On the western bank we find ourselves in a stone building, where there is a dark totem of gnomes. We fight with 5 possessed gnomes. On the western cliff there is an entrance to the skull cave.




Reaper's Cove

Quest: Shadow over Driftwood

In the cave there are many dead gnomes and monsters running away from us, the Ice Crawler of the Void (eq. 11). Although the enemies are level 11, it is better to come here, having already level 13-14, because the enemies have a quantitative advantage.

In the far part, 4 crawlers will attack us at once, they will catch us in the web and drag us to the lower tier of the cave. When we wake up in captivity, all 4 heroes will be separately, each in its own part of the cave.

1 - A room with an unknown weapon. We can interrogate the dwarf Zanisima. Find out about the fog of death. The key to the armory is behind the left wall.

2 - Corridor with monster eggs. There are locked doors on the way, two thieves. The "Key to the Barrel Room" is on the table on the balcony.

3 - treasure store.

4 - The site, surrounded by eggs and monsters, is dangerous to go out alone, you need to wait for the satellites to come to the rescue.

Best of all, the hero thief copes here in stealth mode. Imperceptibly we inflict the first blow to the fiend from the back, and it will be much easier to win. You can also go through this difficult moment as the Red Prince, if he has pumped military science and fire magic.

All together we go to the center to the wreckage of the ship, we climb up along them. The gnomes here are commanded by Mordus (eq. 12), he is guarded by 4 gnomes. We concentrate all the fire on the boss, the rest of the undead gnomes will die after his death.

After the victory, Mordus will remain alive, he will ask you to spare him. In exchange, he can teach us the magic of the Source, we can also let him go or finish him off. We take away from him Medallion of Mordus.

We go into the right side room, we go down into the half-flooded basement. On the altar on the corpse of the gnome we take yellow gem... On way back a ship breaks the wall. We destroy its side walls, a shark swims inside it (eq. 11). After defeating the shark inside, we find a human limb, if we eat it by an elf, we find out that it was a boy Joe, who went swimming to Fort Joy (quest "Hide and Seek", we return to the children on the shore, tell the fate of the boy, get a small reward). We leave from the dungeon.




Quest: Shadow over Driftwood (continued)

We return to Driftwood. To the left of the tavern there is a house where the gnome lives, she sits on a chair, closing the hatch in the dungeon. She does not answer questions about the hatch. We can kill her, move the chair and go down the hatch.

There is only one room in the dungeon. On the right, behind the wall, you can hear the conversation of two dwarfs, but there is no door there. We find a secret lever near the platform to open this room.

On the left there should be some kind of secret passage, next to the wall we find a stone head, where you need to insert a yellow gem.


Quest: A Taste of Freedom

The stone for the skull in the basement is to be found in the Hills of the Shipwreckers, in the Cove of the Reapers. We insert the stone into the skull, we go down to the floor below.

To open the next door, you need to solve a puzzle. 4x4 field, after pressing the button, symbols appear: water, fire, poison. Having turned on the world of spirits, we will see what combination needs to be entered. In total, you need to press 5 buttons, we can stand on them as characters or put vases.

[_ a door _]

Behind the opened door there is a chained lich, there is Acid-stained key... If we examine any vase, 5 skeletons will jump out of all the vases (level 12).

After the victory, we communicate with the Lich Dried undead. The dwarf Mordus received power from him. Lich asks to let him go. We press the two left buttons, and it will be free. We can choose which skill book we will receive as a reward. If we ask for something else, we get a random book.


If we released the lich to freedom, we will meet him a little later in the forest, where he eats corpses. We fight with him, then let go again. At the end, we will find him at the altar in front of the ruins of the Monastic Forest, let him complete the ritual, as a reward we get a chest with random things. Then we can destroy the lich.


Having destroyed Mordus, we return to the underground leader Lohar. As a reward, he gives the key to the master's chest on the 2nd floor. Tells about four magicians. We tell him about the letter of the queen of the dwarfs.

Option 1. We return the letter to Lohar, we disperse peacefully.

Option 2. We refuse to give the letter, a fight begins. We kill Lohar and his gang, after the victory we take the key, search his safe in the wall, find a unique two-handed Lohar's Hammer.

Quest: Competitors

On the western bridge we meet the troll Grog (level 18). For the passage over the bridge, he asks for 5000 coins. In the conversation, we find out that he can make a discount if we eliminate his competitor on the east bridge.

The second troll Marg (lvl 15) does not know large numbers, and requires only 3 gold for the passage. We can tell the troll about the order of a competitor, and he will also ask to eliminate Grog.

Trolls are powerful enough, we undertake to kill them, only having pumped to the appropriate level. Both creatures have excellent regeneration - a special property "Troll's Blood", which restores 6000 health each turn, but it works only for the first few turns. Grog is vulnerable to fire, Marg is vulnerable to poison. When we kill one of them, the second will not keep his promise, and will increase the price several times, so we kill the second one.


Quest: Aggressive takeover

Before entering the bridge with the troll, we find the dead bodies. We follow the bloody tracks to the east. To the right of the western bridge, you can walk along a wooden deck to a separate area in the forest. There we are attacked by a possessed gnome-hunter (eq. 10) and his two bears: Pasha and Tasha.

After the victory, we examine the site, here we find the lost chest, which Garvan spoke about (quest "Losses in the ledger"). We turn on the world of spirits, next to it is the soul of the merchant Liam. He says that there were no monsters, he was killed by the greedy assistant Garvan. To calm the spirit, we must avenge the death of the merchant, and kill Garvan.

We return to Driftwood. We can give Garvan the contents of the chest to complete the quest "Losses in the ledger". We tell him about Liam, but he does not want to admit his guilt. Garvan sits in a tavern in a crowded place, it is dangerous to kill him here. But he accepts food from us, and this can be used (only after that he can be fed with poisoned food).

We go to the latrine behind the tavern, inspect the booths, the person from the toilet will tell us the recipe we need (meat stew + mackerel poisoned with emptiness). We buy the stew in the tavern itself, we can buy fish from a merchant on the square or in any barrel on the shore. Craft poisoned food, give it to Garvan. He will eat it and run to the toilet, there in a deserted place and attack him. We return to the spirit, we receive a reward.


To the north we find a bee apiary. All the bees died from the void, and the remaining honey is eaten by two bears. You can safely walk past them, but they will not allow you to inspect the hives.

4.4. Meadows
Divinity 2. Walkthrough in Russian


We approach the mill, talk to Fingel Boyd, you can buy musical instruments from her.


Quest: Dark Affairs in the Black Mines

On the north bridge there is the Paladin Order - Paladin Bridgehead. You can take a task from the paladin Tom Hardwin, he suspects the white masters of atrocities, and asks to trace what they are doing in the mines in the east.


Quest: Buried Past

To the north is the house where Gareth caught White Master Jonathan. We can persuade Gareth not to kill the guilty person.

Forgive and forget(Iniquity Forgiven)
Guide Gareth on the path of reconciliation.
Quest "Buried past". In the meadows we find Gareth's house. He caught White Master Jonathan. Gareth must be persuaded not to kill the guilty man. Variant of answer: "to complete what has been started" - "to spare an old friend."
Furious Avenger(Furious Rebuke)
Set Gareth on the path of revenge.
Quest "Buried past". Variant of answer: "to finish what was started" - to kill Jonathan himself - "[power] the seekers are waiting."

Quest: The Ugly Duckling

In the center, on one of the meadows, we find a sick bird Ferno. If there is a scientist in the squad, we find out that this is a phoenix, and for the treatment we need to burn it. We apply any fire spell. Instead of a bird, a Scaled Phoenix Egg will appear, we can immediately eat it or put it in our inventory.


Quest: bestial treatment

In a wheat field we hear a conversation between two cows, these are people transformed by a witch. We communicate with them, they ask to find the sorceress and remove the spell.

We inspect the witch's house, on the south side in the bushes lies house key... At the entrance, a frog and a warning sign say that the house is guarded by various spells, but nothing dangerous inside. We find an important ingredient on the table - witch's eye... (To continue the quest, you need to kill the Corpse of Alice Alisson (lvl 15), so we will continue the quest later).


If you talk to a moving scarecrow in the fields, it will put us to sleep, and then attack. There are 5 scarecrows around (eq. 12) and they will all come to life. The main scarecrow has a constant aura of horror, so if one of our fighters loses all magical protection, he will start to run away and become uncontrollable. To win, you need to impose the regeneration of the magic shield or be invulnerable to horror, and first of all, destroy the boss. It is better to destroy these enemies a little later, when we gain a higher level.

4.5. Churchyard


We cross the bridge of paladins to the east bank. Above are the Paradise Hills, while we go around them, there are high-level monsters. We immediately go south along the shortest road, we will get to the cemetery.


Quest: Family business

We arrive at the churchyard, in front of the entrance is Tarkin, he asks to get an artifact from the crypt of the Surrey. The crypt door can be opened with a master key.

Crypt. The button on the left side wall opens the door. A button in a semicircular dead end - on the contrary, closes the door. Inside the sarcophagus, it does not open. In the last room, the button on the floor, if you press it, the gas will start coming out. We turn on the world of spirits, 3 levers will appear on the wall, they work only when the floor button in the last room is pressed. The levers fill the last room with various elements (water, blood, acid, fire, electricity, corruption). You need to enter a special combination: 2-1-3.


Quest: A stranger in a strange land

At the northern entrance is the spirit of the lizard Vilnks Kriva, she asks to unearth her body and cremate in the fire, as befits the lizards. We dig it out, take a leg, throw it into the fire of two dragon statues. We get 1 of 4 things to choose from.


At the top of the stone platform there are 4 gnome spirits, here the eagle Featherfall eats the corpse of its master, Master Aven. If the elf picks up a piece of the master's body and eat it, we will learn the Bone Cage spell. Correct answer options: "His own master" - eat a piece - feel the power. As a reward, we will receive the Condor Summon skill.


On the bench is Zimski's Spirit, he bestows a luck modifier and a Source Potion.

A black dog guards the approach to the grave. Andras is a necromancer dog (lvl 11). In battle, he summons the monster Kedelon Bonebreaker, bone warriors and archers, exploding corpses. The faster we neutralize the dog, the fewer new enemies will appear.

Rootless dog(Cur of Low Degree)
Kill Andras, the necromancer dog.
At the churchyard in the center.

The spirit of the unrepentant sinner.

Spirit of the Grave Digger Dywus. If you examine the coffin near him, we will also fall into a death trap.

On the hill we tear apart the grave of Victor Flynn, whose skeleton was found earlier. In the grave there is a note that he faked his own funeral.


Quest: Reluctant Servants

Silent servants walk around the cemetery. You can only talk with the cemetery guard Farim, she talks about the owner Riker. He restrains his servants with magic, and in order to free them, you must kill the master.


Quest: Shelter of Heroes

In the center of the cemetery, open the grate. 4 heroes are buried here: Garrick, Bromley, Vidia, Halla. Examining their graves, we find out where on global map find their hidden treasures. We can calmly see only 3 caches, and if we examine all 4 graves, the heroes will come to life in the form of skeletons. They are only 11th level, but each of them will revive after death, and they will need to be killed a second time.

1. Garrick's cache. At the northeast exit from the cemetery.

2. Halla. In the northern glade, at the entrance.

3. Bromley. West of the sawmill, near a log.

4. Vidia. ---.


Quest: Midnight Oil

Quest: Generous offer

We approach the mansion, a living door will ask us, and will let us through only when we admit that we are awakened. Inside we communicate with Riker, he has a task for us: Get the tablet in the Black Mines.


Quest: Serpent's tongue

In Riker's house we communicate with the salamander, she does not answer.

In the cemetery, there is a three times bound chest on fire, and next to it are two dragon statues. Having telekinesis or a fireproof hero, we drag the chest out of a dangerous place and try to open it. On the chest there are inscriptions in the ancient language of lizards, a salamander can suggest it. If there is a Red Prince in the squad, he can persuade the chest to open. There are several rare items inside.


Quest: Existential Crisis

On the northeastern slope of the cemetery, we will hear a voice, we will dig out a grave. The emerging skeleton Crispin offers a philosophical duel. He asks 3 questions, you need to answer more logically than him:

1 - What is the meaning of life?

2 - Is there free will?

3 - Is there a difference between good and evil?

If we lose, one of the characters will die, but he can be resurrected.

Option 1. A duel can only be won by another skeleton philosopher - Fane or an undead character. We answer all questions with phrases marked with [undead] tags. For defeating Crispin we will receive the achievement and the Book of the Corpse Explosion: Massive Skill Book.

Option 2. At Riker's orphanage, we read 3 parts of the book "The Essence of Existence", they have the correct answers: "drive out longing", "freedom within the laws of the universe", "morality is a flow."


On the eastern slope we approach the flower altar in front of a huge tree. A luminous liquid is poured nearby, we collect it, use the "Blessing" spell on the flower. After this, one character will be dragged down by Glann, the elven offspring (eq. 11). We get down with the rest of the detachment. In battle, Galanne will summon more and more living stumps, do not pay attention, if you kill the boss, all living trees will disappear by themselves. Galanne is being treated for poison, and has a vulnerability to fire, and we throw this boss with it.


Quest: They Won't Pass (completion)

We go south to the cemetery. The gates are closed, but we can teleport through them one by one, or simply break the bars. On the lower path we get to the house behind the bridge.

We fight with 4 insects Foul creature of the void (eq. 9). In battle we will be assisted by Marie Pruitt. After the victory, we lower the bridge over the river, and the mother will meet her child Barrin. Together they will go to the Master's Barracks in Driftwood.

In the abandoned house on the bedside table we take Marie's key to the hatch, in the large room we open the hatch. In the "Cellar of the house on the bridge" dungeon, press the lever near the first torch. The second room does not open, but we can teleport there. In the cave we find 3 floor buttons, but nothing happens. In the far corner, along the lowered chain, you can get up to the well.

4.6. Black mines
Divinity: Original Sin 2. Walkthrough

Far to the east, the entrance to the mines is guarded by 2 Poison-winged fiends and 2 wild boars (eq. 13). In battle, 2 masters will help us.

In front of the entrance there is the spirit of the murdered master. There are 3 more spirits of ordinary peasants inside the settlement.

We find near the oil rig Oily key.


Quest: On the last legs

The masters execute a family of 5. We can intervene at the very beginning, so that none of the peasants is hurt, or we watch the execution so as not to engage in battle with the remaining masters. 5 masters (level 13).

If the family was saved, the mother will ask to save her nephew, who was hanged on an oil rig. Ahead is a locked gate, there are 5 more masters near them, we do not touch them yet, they will be needed later. You can go if you show a road pass, or through an underground tunnel in a neighboring house.

We rise to the oil rig, we communicate with the white master Jonathan. If we decide to save the prisoner Gwidane Rins, we need to engage in battle right from the first phrase, but this battle will turn into a local apocalypse (it's easier to avoid a battle in this place, the prisoner will die, and we can kill the master later).

Option 1 - saving a prisoner. Before the battle, block the vertical ladders leading to the tower, place boxes or barrels on them. Thanks to this, ordinary masters will not be able to come to the aid of Jonathan. When we start the battle, oil spirits will gradually begin to appear around the oil rig, and the assistant masters will attack them, not us. Then there will be a fire, fiery fiends will appear, regenerating in fire, and the entire area will be covered with dangerous necrofire. To survive in this madness, immediately after the appearance of the fiends, we send one character to the gates of the fortress, so that 5 more masters will join the battle, but already on our side, against the fiends.

The prisoner Gwidane will be freed immediately after the start of the battle, and will help with the magic of the Source, but there will be more problems from him than from all enemies. It’s hard to survive here, but it’s even harder to keep a prisoner from dying. He will constantly run on fire, and he will need to be restored. You cannot teleport him, because this is an ability that deals damage from falling, and having received damage from us, he will begin to consider us an enemy. You need to have magic or scrolls with you to permanently restore the magic shield so as not to burn out.

Option 2. If we avoided the battle, Gwidane will die, and Jonathan will move to the lower right corner of the location. Quartermaster Anna is also sitting there, from whom you can buy good things. The masters are not allowed into the cave, you need to go there unnoticed from them.


Quest: No way out

On the left side of the fortress, the masters are throwing fire bombs at the house. A sorcerer has taken refuge in the basement, and does not want to give up. We kill 4 masters (eq. 13). We go down to the basement, there is the nobleman Owen Anchoret, he is not a sorcerer, but simply defended his house from invaders. We release it to the surface, we get a reward.


On the coast on the left, the building is guarded by 2 screaming enemies. We destroy them with the magic "Purification", it is on the unique Helmet of the Tyrant or in the wands of the highest masters. (If you use Brakk's helmet several times, the demon Krier the Ashbringer will appear from it (level 7).

Inside the building, 2 white masters (level 16) draw out a source from 3 captives, next to a couple of dogs and a silent guard. We enter the battle with them. One of the masters can escape and hide in the ship. After defeating one of the enemies, we find a record of how to safely go through all the traps in the excavations of the Black Mines.

Excavations

Quest: Dark Affairs in the Black Mines (continued)

In the cave, at the very beginning, everything is surrounded by traps, it is better to walk through the hero-thief first and neutralize them all. To turn off the fire, you will need to put strong boxes on the sources, and there are only two boxes, you will have to rearrange them. Easier to teleport or run fast.

We examine the wounded master, we are attacked by 5 flickering and fiery fiends (eq. 13).

We go down through the mine. If we go to the northern dead end, jumping over the cliffs, in a separate room we will find a fragment of an ancient column.

Ruins in a cave... Vampires and Masters (eq. 13). A cache upstairs in the wall. There is a rusty key under the waterfall. Second piece.

Triangular monoliths, visions. The Tablet of the Eternal.

Alchemist's workshop... There are 6 masters here (eq. 13), but they can be persuaded by force so that they do not attack us. In the lower right corner there is a broken oil pump. Nearby we find the engineer of the Black Circle, he has a book on how to start the pump: Yellow lever, blue lever, green lever. Do not press the red lever. After repairing this device, you can create many bombs and explosive arrows, if there are recipes. To go further, we blow up the northern wall with barrels.

Ancient temple... We find the building of an ancient race, to which the undead Fein belongs. In the side drawers we find Artifact of the Eternal... In the last room, you need to activate 7 statues in a specific order. To find out the sequence: 1) we read the diary of an archaeologist, where the correspondence of the gods to various elements is written, 2) then we read the inscriptions on the triangular altar, where the elements are numbered, 3) we compare these data. Result:

The correct sequence will turn off the ball of the force field, inside we inspect the two side boxes, we find the object Ancient stone tablet... Before opening the central sarcophagus, we will definitely save, a boss will appear, for which we may not have enough strength yet, and we will have to kill him much later.

Eternal Ethera (eq. 14). An ancient deity appears, the enemy of our 7 gods. She is much more powerful than us, but there is an opportunity to kill her while she just awoke and did not regain her strength. In battle, the goddess summons frost hounds, they have almost no magic armor, and they can immediately be lured to their side with enchanting spells, arrows or grenades.

Riker's shelter

Having obtained the tablet, we return to the churchyard to Riker. He is not in the room, we go down into the hatch at the side wall. The private chambers are equipped with a torture chamber. In a conversation with Riker, we do not give up the thing; first, we ask you to teach us how to manage the Source. In the end, in any case, the owner of the churchyard will attack us.

Riker (level 12) stands on a hill, both stairs to him are mined. The best way out is to teleport directly to him. We do not pay attention to the dumb servants, they will all die after the death of the boss.

After the victory, we can examine all the floors of the building. There is a side room in the basement, but it doesn't just open. On the main floor there is the Spirit of the Pianist in the southern room. On the second floor there are spiders, Weaver (level 12). Contract, Lone wolves were hired to kill the awakened one (quest "Prey").


Quest: Opposites attract

Basement under the stairs in Riker's house. Betty the turtle and Rory the rats. We lay out a path of various foods from the turtle to the side of the rat.


We also return to the paladin bridge and report to them about what the white masters were doing in the mines. Right during our return, a squad of 5 dead assassins will attack the paladins (lvl 15). There are only 3 paladins left alive, we help them in battle. At the end, we get a reward of our choice.

4.7. Paradise Hills
Divinity: Original Sin 2. Walkthrough


Quest: Three Altars

We pass through the bridge of paladins. At the exit, we can see the spirit of a dead paladin, rejoicing in victory. Immediately after the bridge we go to a dead end in the north, where three deer surrounded the undead deer (level 12). Healthy deer will help us in battle. After the victory, we pray at the altar. You need to visit 2 more of the same.

(After passing the mine in the black mines, a character with the tag "scientist" will be able to learn a new alphabet by reading the tablets. If after that we approach any altar, we will be able to communicate with the voice coming from them).


Quest: Test of all seasons

In the forest, on one of the glades, there is a bowl with fire, around it there are 4 tree-statues symbolizing winter, spring, summer, autumn. The tongue of flame sets a riddle: "Winter meets us with a blizzard, blizzard and ice, In the fall of lightning, the sky will be lined with a thunderstorm, With a fiery haze of summer, heat comes, Spring will quench its thirst with its scarlet vine." On 4 statues, you need to apply the appropriate elemental spells, but not all of them are suitable.

1. Spring - a bloody rain or blow of an ally.

2. Autumn - electric steam.

3. Summer is a ball of fire.

4. Winter - ice hail.


Quest: Burial Rites

On a hill, 3 elves perform a ritual over a dead body, and do not allow strangers to pass. They will let us in only when we save the elf Saheila from the sawmill.


There is an ambush on the southwest road. 2 snipers and 2 thieves (lvl 12), who often use invisibility and surprise attacks.

The dog on the bridge is infected. Skeleton Victor opposite the bridge.


Quest: Buried Past (2)

Gareth bury his dead parents. Two paladins are standing near his house. To the right of Gareth can be found the gloves of his parents' killer. Paladins do not allow you to enter, you need to either negotiate with them, or kill them.

Inside the building we see 4 silent killers. We turn on the world of spirits, on the left side of the house we speak with the souls of Gareth's parents, they do not want revenge, but want Gareth to remain a hero. Gareth will immediately enter and ask him to kill the silent ones with his own hands. If we allow him, he will follow the path of revenge; if we dissuade him from this, he will remain in the path of the hero.

From the ghosts of the parents we learn that the murderers were ruled by the white master Jonathan. Gareth asks to kill him and bring evidence. Jonathan is in the Black Mines near the oil rig. After killing him, we take his ring, we bring Gareth. After that, Gareth will return to the ship.


Quest: Dangerous for yourself and others

Far to the east, in the healer's house, we find the healer Swann. In the basement, he keeps a dangerous sick Natalie. We can help with her treatment. We go down, when approaching the girl, 4 monsters appear (level 12). We attack only monsters, the girl can also be hit, but she must stay alive at the end of the battle.

We begin to perform the operation. There are 3 actions, each with 2 options, and only 1 combination will keep the girl alive:

1. Move the scalp back and start sawing the skull with a saw.

3. Close the wound quickly.

After that, we get an achievement, one of the things to choose from, and a healer who will sell us healing potions at half price.

Abandoned Flayer Lumber Mill

We go to the north, on the way there will be traps, from afar we attack them with fire. At the sawmill we find a detachment of Lone Wolves. Here we turn on the world of spirits and see many ghosts. For each participant of the "Lonely Wolves" some sins are registered, and therefore the souls of the slain persecute them.


Quest: an eye for an eye

At the entrance to the sawmill we see the spirit of the magician, he asks to kill the archer True Eye in order to take revenge.


Quest: Not by washing, so by rolling

Bowmaster Corbin Day. We need to free him from Rust Anlon. A little later we will kill him and the quest will be completed. Corbin Day will go to our ship.


Quest: Bitter Medicine

Ghost of the lizard Black Widowmaker. He was poisoned by his colleague Serpentine Root. We ask her about it, she does not confess. A little later we will kill her and the quest will be completed.


Quest: No laughing matter

Spirit of the Gravedigger. Dremosec killed him. We approach her, use the answer option with the tag [mystic], so that she sees the spirit of the Gravedigger in a dream, and tells the location of the treasure. We go to the western bank, dig up the chest, leave the treasure for ourselves, report to the gravedigger.


Quest: A log like a log

In the right building we turn on the world of spirits, we see that one of the logs has its own soul - this is an elven living tree. The soul asks us to take revenge on the foreman from the sawmill. We go south, we find the soul of the foreman. When we have a spell of absorption of souls, we destroy it, we return to the log for a reward.


Quest: Valuable Loot

In the right building we go up the stairs to the 2nd floor, there is the personal room of the leader of the wolves - Rust Anlon. There are many little boys' spirits around. Rust (level 14) is protected by 2 bodyguards and two tame wolves. In captivity with him elf Saheila... If we have an elf Sebilla in our squad, she will want to personally communicate with her tormentor Rust, and immediately provoke a battle.

After the victory, you need to take Saheila out of the sawmill. Now all the Lone Wolves will be against us, we kill them one by one and make our way to the south. There we give Saheila into the hands of the elves-druids on the heights.

Northern glade

On the right we can break open the gate, clear the traps, and go to a separate clearing. From under the waterfall, you can get a chest using teleportation.

In the clearing itself we find the wagon of the Sadhi lizard - this is Red Princess... If there is a Red Prince in the squad, they will retire in the cart. After that, 5 assassin lizards attack (eq. 14). During the battle, the princess will hide from here, and the lizard will have to continue searching.

Fault

In the northeastern part of the hills, all the land has cracked and turned into separate islands. Here we can only move by teleportation and other spells: dragon flight, tactical retreat. From the north side, we can jump into the burning house, inside there are 4 marauders (level 14).


Quest: Sudden Lovers

On the rubble we get to the eastern house, inside we find the girl Almira and the master Mikal. Together they fled from a dangerous place. Mical is injured, but he cannot be cured because of the aura of corruption around him. Almira asks for help with this.

In the farthest northeastern corner is the dragon Harbinger of Doom (lvl 15), it emanates from him an aura of corruption that does not allow healing. In battle, he is assisted by the undead masters whom he has captured. The dragon himself constantly flies from the tower to the rock. We put a couple of warriors in one place, a couple in another. The archer and the assassin do a good job here, who can strike from any distance.

We return to the couple in the house, we get a reward. We can offer them to move to a safe place: to Driftwood (perhaps they will be killed there), or to your ship.


Quest: Almira's Request

We meet a couple in love already on the howling ship. Almira asks to find an ancient tablet for her, the same one that Riker asked. The tablet contains the Redeemer Scythe recipe, which can be used to break the contract with the God King. If we give back the tablet, we will receive the object ring "Rapist" as a reward.

4.8. Monastery forest
Divinity: Original Sin 2. Walkthrough


Quest: Merchant Eitne

Undead Eitne is a librarian. During our acquaintance, we answer that we are not from the Black Circle. She sells many books with spells of necromancy and transformation. In the conversation, she asks to bring her a chanterelle mushroom, but the text of the quest says that she needs a book of the "Explosion of the corpse" skill.


On the left, by teleportation, we can go down to the left low bank. We enter the hold of the crashed ship. There is a deadly darkness, from it by teleportation you can get a unique Captain's amulet-compass.


Quest: Window of Opportunities

In the central ruins we meet the Hannag lizard, 3 masters are hunting for it (eq. 13). This is one of the strongest sorceresses, we can save her to get +1 Source magic cell... We are fighting with the masters.

After being rescued, Hannag asks to also rescue her apprentice who has taken refuge in the Black Mines. If you saved him, let's talk about it. If he is hanged, Hannag will not teach us, but will hand over the book on the Source.


Quest: Three Altars (2)

At the west end in front of the altar huge monster- Weeping abomination (lvl 14) and 5 black wolves (lvl 13), which strengthen the already strong monster. The werewolf needs to be constantly stunned, if it comes down to it, with a lot of power-ups he will have almost infinite action points, and he will kill even the most powerful heroes. After the victory, we activate the second altar.


Quest: Bestial Treatment (2)

On the northern cliff, a killed witch flying on a cross - the Corpse of Alice Alisson (level 15). A very strong opponent, her aura takes away 400 health from all characters per turn. We leave it for later, when we get at least level 16.

At first, it is better to approach her with one character, lure her away from the fiery area with totems, and then attack with the whole squad. In battle, we cast it with water and ice spells. After the victory, we take from her the Key to the witch's cellar.

We return to the witch's house in the meadows, open the basement. There are many rats inside that explode when touched. In the back room we find 1 bottle of witch's potion, but we also need the second one. We kill the frog behind the bars, we take away the recipe for the potion from it. We prepare the second portion of the potion on our own (Witch's Eye + Mushroom + Catalyst). We return to the cows in the meadow, we turn them back into people.


Quest: Monster Hunter

Behind the bridges we find a separate house, two demons are planted in a cage in front of it, they were caught by Jaan - the master of the Source. He promises us to increase the magic of the Source, but first we need to kill the demon Advocate on the island Bloody Moon that the hunter cannot reach.


On the northern shore, there is a Dead Ferryman offering to take us to Blood Moon Island for 100 gold, through a deadly dead fog. Only an undead hero can survive, any living hero will die along the way. (There is a game error that can be used: we separate the character from the squad, we agree on a crossing with him alone, he dies on the way, but at the place of arrival the other heroes of the squad will automatically teleport to him, and will be able to revive him).

4.9. Blood Moon Island
Divinity: Original Sin 2. Walkthrough


Quest: Lawyer

On the southeastern coast of the island we meet a squad of demons and their leader Advocate. Here we see the Illness communicating with the gnome, but she immediately leaves the island. With the dwarf Basatan, we can argue for 500 gold about the Ailment case, whether she can handle it or not, without knowing the details of this case.

The lawyer promises to increase our Source magic, but in exchange we must destroy the Black Circle squad in the center of the island.

Tormentor of the Black Circle (lvl 15) and 4 intimidators. When we win, the Advocate will take the central place, and will also conjure over the central tree. As a reward we will learn from him the location of the Nameless Island.

If after that we kill the Advocate himself, we return to the hunter Jaan, he will increase our maximum source stock.

Jaan will ask you to find the name of the demon on the island - the owner of the Lawyer. We communicate with many spirits on the island.


On the northeastern corner of the monsters Elnar malicious (level 15). Beholder monsters cause madness in our heroes - they randomly use their skills, scrolls, potions. Here on the pier we take silver bars.

On the western bank of Mirvl the damned (eq. 15) - 3 demons and 3 dogs.

On the northern coast we find a forge, next to it we take 2 silver ingots, use them for the forge, as a result we will melt Silver lever handle... There should be 3 of them in total.


Quest: Forgotten and Damned

Near the fire, at the entrance to the bridge of fragments, we find a map of the island, it shows three statues, an archive and a forge. Near the squad of the Advocate, we examine the statue, there is some secret under it, but it is not possible to move it.

In the northeast, at the turn, we examine the mountain of earth, dig it out, find a hatch to the basement under it.

archive... Below we find the library and the Spirit of the archivist. We open the secret door between the cabinets, we find sword hilt "Anathema", next to the tenebrium chest green teleportation pyramid and book "The Taming of the Sacred Fire", this is the music of which you can destroy 3 statues that close the hatches.


With the help of music, under each statue we find a dungeon where creatures possessed by demons are imprisoned. There is an empty recess for the lever near the locked doors, we use the fused silver handles. In addition, you need to turn on the spirit world and agree with each guard about the release of the prisoner. (If it was not possible to agree, then the spirits can be destroyed later, having received the "Draw out source" spell from Siwa). To free the prisoners, you need to break 4 pillars with chains with shots. Each prisoner has its own separate quest.


Quest: Silent

Dungeon 1 - Obsessed Child (eq. 15). Before being released, you need to negotiate or fight with the cat. After this, we can teleport the child to our ship.

If we have Lowse in the squad, she can convince the demon hunter Jaan to join us and move to the ship. When both are on the ship, Jaan will disenchant the two.


Quest: Bound by Pain

Dungeon 2 - Possessed Gnome (lvl 15). The demon is intensifying in pain.

Option 1 - We kill the gnome, the demon Morr Rotten Maw appears, he will alternately move into our characters, and leave them only with minimal health. Several migrations and he will die.

Option 2 - we are trying to cure. We beat the gnome until he falls, use the "Denial of death" on him, beat him again. After two falls, we break the chains, the demon will come out of it without killing. We finish off the demon. He possesses the character who hit him 2 times in a row. After the victory, we talk with the gnome, as a reward we get his cache.


Quest: Exalting Deception

Dungeon 3 - the Rajarim lizard (lvl 15) - the possessed awakened one. In battle, kills everyone with one massive spell. To win, before the battle we separate the characters, place them in different corners of the room. Having survived the first spell, there will be a chance to win.


Quest: Secrets of the Blood Moon Island

In the archive we find the Diary of the Archivist. We kill monsters in the center of the island, turn on the world of spirits, communicate with a tree. In conversation, we call his true name from the diary - the Demon Adramalich.

4.10. Preparing to sail
Divinity: Original Sin 2. Walkthrough

Conditions required for sailing from the continent:

Get 3 cells of Source magic;

Learn the "Siphon Source" spell;

Find out the location of the Nameless Island;

Help Gareth avenge his parents;

Help the rest of the squad members to complete their affairs (not necessary, but they will beg to stay until their problems are resolved).


3 cells... To increase the supply of the Source, we can be helped by:

Dwarf Mordus in Reaper's Bay (you need to defeat him in battle, perhaps deceive him, he does not have his own Source power, he feeds on a captured lich).

Elf Riker on the Churchyard (you need to examine the Black Mines and find an ancient tablet);

Hannag Lizard in the Monastery Forest (you need to save the apprentice Guidain Rins on the oil rig);

Hunter Jaan in the Monastery Forest (you need to kill the demon Advocate on the island of the Blood Moon).


Spell... Having received 3 cells of the Source magic, we return to Driftwood in the basement of Siwa. We repeat the ritual to see our deity again. God teaches us the "Drain Source" spell, which allows you to draw Source points from powerful enemies, or absorb the souls of the dead. God will also indicate the location of the Nameless Island, and warn that in the end you will have to leave your companions and act alone. When we return to our world, 2 Void Flayers (level 14) will burst into the basement and kill Siwa.


Island location can suggest:

Protection takes the floor(Lawyer Up)
Find out the whereabouts of the Council of Seven from a lawyer.
We kill the soldiers of the Black Circle in the center of the Blood Moon Island.
Island of the gods(Isle of the Gods)
Find out the whereabouts of the Council of Seven from the higher powers.
The second time we perform the ritual in the basement of Siwa.
Last Chance Island(The Isle of Last Resort)
Find out the whereabouts of the Council of Seven from Ailing.
It is necessary to find all companions - sorcerers of the Source and complete their quests.

Gareth... We need to find the killer of his parents with him:

Meet Gareth in the meadows in the house where he captured a man;

Meet Gareth in Heavenly Hills, near my parents' house. Penetrate the house, communicate with the spirits;

In the Black Mines on the oil rig, kill White Master Jonathan, report it to Gareth.


Having fulfilled all the conditions, we return to our ship. We speak with Illness, and we leave for the Nameless Island.

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NYYB l. 2017 W.

After character creation, you will awaken on the ship as a prisoner. You, like many other wizards, were sent to "cure" in the Fort of Joy due to the fact that you are dangerous both for others and for yourself. A certain witch deliberately used the power of the Source in the city to be caught and imprisoned with you, and now the intrigue continues.

You will find yourself wearing a collar that blocks the power of Source. Talk to the overseer to find out about the murder that took place in one of the cabins. Next, go to the crime scene and talk to the master. It turns out that someone managed to throw off the collar, and then finished off a wizard from your brother.

After that, go further into the ship and talk with other NPCs. Some of them (specifically - five people, if you also play as a hero with a backstory) are the most interesting, since in the future they can become your companions.

Get to the opposite side of the lower deck to start a dialogue in which that witch from the prologue (it was she who managed to remove the collar and commit the murder) will summon a kraken-like creature, knock you out and disappear.

When you wake up, you will see that most of the masters have died. Examine future companions who have fallen into unconsciousness, and then rise higher. On the new floor, visit the lower room, the key from which hangs in the right corner (hold Alt to highlight items), and go inside. Agree with the local masters or kill them, and then leave the room. Finally, visit the small room in the corner where Fein is sitting.

This is one of the companions that you may have noticed earlier in the form of an elf. The undead will refuse to go with you, so make your way to the upper deck yourself.

Outside, you will see a summoned monster wrecking a ship. Kill the fiends, and then run to the opposite side, where the lifeboat is. You can release it immediately, or tell them to wait and then return for potential companions. If you save them, you will improve your relationship with them (they will survive anyway).

After fighting the fiends, return to the boat. Alas, due to the delay, you will not have time to get out, but this will not affect anything, since the ship will sink anyway.

F ort Joy

Coast

After the shipwreck, you will wake up on the shore. Go forward and talk to baby Tom by the statue, which is the fast travel point. To use the teleporter, simply open the menu and select the altars.

You won't be able to teleport anywhere now, so keep going. Soon you will find the Red Prince - one of the possible companions whom you can take to your group. We did just that.

Next, you will stumble upon a black cat that will follow you. If you have the "Animal Friend" perk, then you can talk to him, but the cat will not tell you anything interesting and will follow you anyway. Make sure that he does not die if you want to receive the Summon Companion spell.

Climb up the broken bridge where you can pick up a shovel and a sleeping bag. The first will give the opportunity to dig holes (in the absence of a shovel, the lizard can do the same), the second - to restore health and armor outside of battle.

Go forward, keeping closer to the thickets, until you come across a cave. The entrance will be hidden by vegetation, so keep an eye out. Inside you will find yourself in the "Secret Alcove" area, where Fein will be waiting for you.

Recruit him if you want, and then make it to the end of this section, where the waterfall with the chest is. To pick up the latter, you need teleportation magic (put yourself a mark on the map near the chest so as not to forget about it and return here in the future). Here, on the beach, deal with three turtles.

Ghetto

There are a lot of tasks in the city itself. You can talk to all NPCs, but only a quarter can tell something interesting.

First turn right where you can hear the woman crying. Here you will receive the quest "A Terrible Mother's Dream". Farrah's woman cannot find her daughter Erma, and no one, they say, wants to help her. A person standing next to you will inform you that little Jet has died. Tell Farrah about this to complete the quest.

After that, go up the stairs and go to the mercenaries of Griff. Two gnomes playing cards will invite you to join - agree. If you fail, you may lose all things. True, you can also tell the cheaters that you have nothing, and then they will not touch you.

The task "Extortion" can be obtained to the left of the entrance. Resolve the conflict between the elf and the human, among whom is another possible companion: Ifan. Take him to the group or refuse services, and then follow the elf, if you decide to help her, or continue on your way.

Get to the city center where the kitchen is. Here the head of the mercenaries Griff will tell you about the loss of his goods and point out the thief who is sitting in the cage. The thief will be an innocent elf named Amiro, who will ask you to rescue him.

Below the fortress, you will stumble upon the fishermen's camp, where Stingtail sleeps. The lizard is a soothsayer that the Red Prince needs on his personal assignment, which you should already know about if you accepted him into the group and talked to him. Sibylla is also nearby - another potential partner, who, in turn, wants to finish off Stingtail.

If you accept both companions into the group, then you will have to decide which side to take. You can also talk to Stingtail in the presence of the Prince, and only then include Sibylla in the party and complete her task.

Before killing the lizard with Sibylla, inspect the nearest crate, where the smell of oranges remains. Scold the lizard and demand to return the lost. Once you get your hands on the orange, decide the fate of Stingtail of your choice.

Open the orange through your inventory to get a narcotic plant. Return this good to Griff and then release Amiro. The elf will reveal to you the location of a secret path that will lead you out of the Fort of Joy, but it's too early to go there.

Not far from the Kitchen you can find a hatch that will lead you to the Arena. Here you will receive the task "Arena of Fort Joy", in which you need to defeat four opponents in one battle. The enemies will be of the third level, so in the early stages it is better not to meddle here.

After completing the quest, return outside and find the blacksmith Neboru nearby. Upon learning that you have become a champion, she agrees to remove the collar from you (but not from your companions). It is not worth using this offer yet, as all masters will become hostile to you.

The quest "Geist Killer" is taken on the city wall. Talk to Magister Arnica, who is trying to find a certain Migo. You will find the missing person below and to the right by the coast. It turns out that Migo was subdued by the corruption, which turned him into a mad cannibal. Fighting with him is optional, on the contrary, you can ask him for a ring (you must have an Arnica flower), and then return the item to Arnica.

The girl will believe you that you have found her father, and then she will go to Mego. Visit them on the beach to complete the quest. By the way, the newly united family can simply be killed in order to take a good bib and ring.

The task "In Search of Emmy" is given by a dog named Druzhok. My friend, if you are affectionate with him, will show you the location of the key. Ask him about the key to find out about the missing Emmy - the dog that the masters took. You will find the dog later when you get to the Fort Joy Prison.

Visit the cave where the elf invited you. Here, talk to Amiro, if you have already rescued him, as well as other inhabitants. The main elf, devoid of sight, is a soothsayer, and it is she who will tell you a lot of interesting things.

By the way, Amiro will ask you to tell other elves who live on the continent about them, but you will return to this task much later. Finally, Lois can interact with the soothsayer - another companion that you could find in the city by the tents with a bonfire.

Chat politely with the raptor if you want him to show you his wares. Next, go deep into the cave, after removing or breaking the barricades, behind which lies a secret path. She will lead you to poisonous frogs - kill them.

The task "Jug of Withermoor Souls" will be given to you by a child. Agree to play with him twice and find him. After that, find a small hole in the wall to activate a new line: the child will inform you about a secret hatch that lies nearby. Go down the hatch.

You will find yourself in the Forgotten Tomb with a statue of Lord Withermoor. Pull the spear out of the chest of the statue and then talk to her. Withermoor will ask you to find his soul in Brack's phylactery, where you will get later through the dungeon.

You will receive the "Teleport" task from Gavin. The guy will call you for a private conversation - agree if you want to get the gloves of teleportation. To do this, you will have to detach your portrait from the group and take the rest of the party away, and then talk to Gavin vis-a-vis.

On the second or third level, get to the beach in the upper left, where the crocodiles are. Kill them to get the above item. Next time Gavin will meet you at the exit above, where he will offer to leave the Fort. With the help of teleportation, you will make an escape, but soon Gavin will die. You can pick up a good robe from his body.

Fort Joy Prison

There are three ways to escape from the Fort, but each of them involves crossing the prison:

  1. The first option is associated with the already described Gavin, with whom you will get to the beach. You can leave from there only through the cave, which is the passage to the prison.
  2. The second option is to use the hatch to the right of the statue in the center of the city. Inside, activate the lever to enter the prison.
  3. The last method is connected with Amiro's hint, who, for help, will tell you about the location of the tunnel.

The third option is the most complete, so it's best to follow it. In the tunnel, you will find neutral fire slugs that were humans in the past. Their queen was once the wife of King Brakk, famous for his antics - it was he who turned the queen and her served slugs.

After the conversation, go upstairs to the cameras. In one of them, a lizard is imprisoned, but he will not tell anything interesting. Punch through the door to go further. In one of the chambers, talk to Verdas, a dying elf. Examine the camera in the upper right and take the amulet from the body using the teleporter.

By the way, the outermost cell on the left, which cannot be opened, will become your home if you commit a crime and are captured.

Ultimately, you will reach the end of the corridor, where the masters want to eliminate the renegade. Kill them, take the key and go further. If you give Delorus a potion, he will tell you about the boat, which will help you to leave the fort.

Prison

Inside the prison, you will find a bunch of monks - mindless creatures that were once living lizards, humans, gnomes, etc. They will not attack you, so feel free to step forward.

In one of the rooms, find Emmy - the very dog ​​that your friend told you about. If you tell her about Druzhka, then she and other dogs will not attack you. You can also throw a ball to them if you managed to find it earlier.

On the other side of this zone is the boat mentioned by Delorus. Tell the Masters the password (Delorus told you this too) to avoid the battle. After that, talk to the boy Khan, who will offer you to leave the Fort. For now, it's best to refuse.

On the right side of the zone is a torture chamber run by an insane sadist. You will have a hard fight with the psychopath himself, as well as his monks.

Moreover, the golems in the cages will also resist you, but first they will have to break the cages (it will take 3-4 moves).

After the battle, take the Lycerez from the corpse (it will be useful to Fein), and then talk to little Trice. Here you can also unblock the eastern tunnel, which will lead you out of the Fort in the same way.

In the same area, to the left of the stairs upward, go to the small altar, near which your perception skill should work. On a success, you will discover a lever that will open a secret path to the Brakk phylactery.

Kill the skeletons inside and take all the jugs. One of the pitchers belongs to Withermoor, whose quest you already took. The rest of the jugs will come in handy too, so it makes sense to keep them. Before leaving, interact with the statue on the left (requires a perception above 14) to receive the Tyrant's Leggings.

The stairs, as well as the left exit, will lead you to another part of the fort, where you will have to fight the masters.

Fort Joy Courtyard

In the courtyard, interrupt the masters and go upstairs. Examine the room and exit to the balcony, where you can activate the stairs that will lead you to the chambers of the masters.

If you leave the prison through the left entrance, you will find yourself in front of the gate. Go to the only possible turn, where there are even more masters. Kill them and save the paladin Cork. If you manage to save him, he will tell you that his order knew nothing about the atrocities of the masters. Otherwise, the elf in your group may eat part of his body in order to learn about a wizard named Archu.

After that, visit the main hall inside the building, where the trial is taking place, led by Judge Orivand. Kill everyone.

After the destruction of all the masters in the fort, leave the territory by any means. Pass the swamps and climb the hill where Zaleskar, an undead merchant, stands.

Head upstairs, keeping to the shore, until you come across the witch Vindego. It was she who destroyed the ship, so it's time for revenge! After killing her, take away the Reincarnation mask - a valuable artifact for Fein and any other undead.

Not far from here, find a ruined tower, inside which a storm is raging. Use teleportation on objects inside to move them down. In the bones of the corpse, you will find the most valuable thing called the Tyrant's Shoes.

You will get the "Cornered" quest higher from the broken bridge. Paladin Tarlin will inform you about the Screaming that hangs on the pillar. It is impossible to pass through this creature in the usual way, since it will instantly destroy you. It is necessary to kill the Screaming, using a wand with the "Purification" ability, or the Helmet of King Brakk, which has the same skill.

In the fiery ruins above, kill the group of masters, and then another one that is trying to defeat the paladin Gareth. It is in your best interest to keep him alive, as it depends on him whether you remove the collars or not. However, if he dies, other methods will appear.

You will receive the task "Armory" nearby by looking into the basement. You will be taken to the armory of Brakka, where the half-dead Master Sang is located. Corruption consumes him, so do him a favor and kill him. From him you can learn that the nearest lever is cursed, making it impossible to use it.

Use the Source skill "Blessing" to clear the lever and move on. Inside you will find Brakk's Helmet and an endless cistern with the Source.

Leave the dungeon and walk along the bridge. Search the skeleton at the dead end. Continue walking until you reach the road where the blinded Magister Locke is located.

You don't have to kill him if you agree to surrender. This will be followed by an attack of enemies, during which Lock will be hostile to both you and the monsters. You can deliberately not hit him, after which, when the enemies die, the battle will stop, and Lock will let you go.

At the end of the road, talk to the bear cub who lost his mother. You will find her body a little further, but you cannot tell about this bear. Scare him or cheer him up.

Quest "Flaming Pigs": from the center of the map, step down until you reach a burned-down village with strange pigs. The poor animals are engulfed in flames that cannot be extinguished in the usual way, so you have to come up with something. With the help of the animal friend perk, you can find out that pigs are actually people, and Brakk is responsible for this curse.

To heal the pigs, you must learn the Blood Rain spell and cast it on them. When the surface around it is saturated with blood, use the power of the Source "Blessing" on it to create a sacred fire that will extinguish the damned.

When one pig is healed, you will find an undead lizard named Scapor. He is the kind of beholder who oversees the execution of the curse. You will have to fight with him.

After that, you can stumble upon the last pig, which is located in the north at the entrance to Dragon Beach. To save her, advise her to visit the Sanctuary of Amadia and plunge into the local pond. When the deal is done, she will become one of the merchants and offer you interesting goods.

Central ruins

On the way through the center of the location, you will stumble upon a group of fiends, whose bodies, after death, expel infected blood. Be careful with her, as she imposes a painful "debuff" for several turns.

Next, you have to fight the monster Moloch of the Void, who, together with other creatures, will decide to finish off the Red Prince, and at the same time you. Fighting can seem like a real challenge if you haven't found good equipment yet and your level is low.

Coast in the South

The eastern road through the forest will take you to the southern coast. There you will be attacked by two poisonous and one fiery salamanders. Again, the battle will be difficult if your level is below 5.

Not far from the site of the battle, you will find the Baharu lizard, which guards the approaches to the Sanctuary of Amadia. If you have already rescued Gareth or before that you rescued the boy Khan (the boat in the prison), then she will give you a vine, along which you can climb.

The red prince, by the way, will ask for an opportunity to talk with Bahara, since she is a clairvoyant.

If you have already saved Gareth, then you will find him on the territory of the sanctuary. Talk to the locals as each one has interesting information and some are traders.

You will receive the task "Healing Touch" a little higher in the Sanctuary of Amadia, where a certain Simona is trying to heal the wounded soldiers. To complete the quest, use some healing spell on all fighters.

The quest "Eternal admirer" is given by the priestess Gratian, who guards the statue of Amadia. After talking with the priestess, you can talk directly to the face of Amadia in the form of a stone, and how your visit to this place ends depends on the lines you choose.

If you are rude, then a fatal battle will start, but if you answer with respect, then Amadia will call you the chosen one, and the pond around will be covered with a sacred flame.

Dark cave

In the quest "Treasury of King Brakk" you must visit the cave, the entrance to which is located near the coast near the Sanctuary of Amadia. Inside you will meet a rude undead named Trickster, who will insult you and say that you cannot go further.

There are boxes next to the Trickster, each of which will simply freeze you if you activate them. At first glance, there is nowhere to go from here, but the solution is simple and lies in the illusion - just step on the abyss behind the boxes so that the invisible bridge appears.

Behind the bridge, you will have your first battle with the Trickster, who will create two illusions to help himself. After the battle, you will find yourself in a hall with a statue in the center, as well as many doors that are traps.

Behind the next door, you will have another battle with the Trickster. This time there will be more opponents, but do not forget that the location, limited at first glance, is dotted with invisible bridges that you can use. After killing the Trickster, pick up the "Cursed Ring".

Advice: keep in mind that when you put on the ring, you will become cursed and get the corresponding hunched animation. Moreover, if you remove the ring, then your characteristics will drop and remain reduced until the item is put back on. To get rid of the curse, the ring must be transferred to one of the companions, but it is better not to use it at all.

At the end of the dungeon you will find a real treasure trove with heaps of great items, gold and phylacteria. Urns, mind you, can be swallowed or broken. The Trickster's Urn is connected with an enemy already known to you, who, as it turns out, did not really want to harm you, but Brakk's curse forces him to guard the treasury.

You can take the Urn of Gratiana to the priestess herself in the Sanctuary of Amadia to find out the truth about her. The last three urns are associated with the Necromancer Skeletons from the Gargoyle Labyrinth.

The quest "Champion of the Gods" is activated at the end of the room with the help of a statue. Using it, (only the main character) you will be transported to the "Halls of Echo" - the other world, where you have to talk face to face with your god (each race has its own deity). Here you will be taught the “Blessing” skill of the Source and will indicate your further goal.

East coast

Above from the beach with salamanders, walk along the rocks until you find vines. Along them you can climb the plateau leading to the east coast.

The quest "Gargoyle's Labyrinth" is located here. At the structure with many doors and traps, you will find a gargoyle that will offer you to go through the maze. If you put on the Ring of Brakk, then the statue will mistake you for the king himself and immediately transfer you to the end.

To complete the maze, you will have to split the group (disconnect the portraits on the left side of the screen from each other to break the chains). In the first room, stand on the slab so that a skull appears on the altar next to it - an item that allows you to open doors in the labyrinth.

After the first use, the skull disappears, so for each door you will have to look for a new one. Now open the door on the left and get to the hatch, which will throw you upstairs. Be careful as there are many traps around. With one character, stand on the stove to open the door, with the second go inside and stand on the stove, and with the third, take the skull from the altar.

Unlock the doors on the right, which will lead you to the main building. This is where the gargoyle can immediately teleport you if you show her the ring. However, such a trick will still not save you from collecting valuables on your own in the maze.

Before entering the building, you can open other rooms as well. In the third, which is located next to the room where you opened the blue door, only teleportation will allow you to get.

In the fourth, the right door leads to the entrance to the labyrinth, where you will find a portal on a small ledge. To get there, use the teleport. Next, you will be transported to another platform with a portal, which will lead you to the "Kingdom of Orobas".

Inside this small location, you can use the teleporter again to collect valuable items.

Finally, in the center of the labyrinth are three burning skeletons and the cursed Historian. Kill the former and help the latter by removing the corruption from him using the method you already know: blood and blessing.

The task "Fate is worse than death" is activated inside the building in the maze. In the room on the right, you will stumble upon card-playing necromancer skeletons that you will have to fight. After the battle, if you have already got hold of the jugs from Brakk's Treasury, break the phylacteria of this undead, otherwise it will resurrect again (this will continue indefinitely).

After picking up the key from the body, go through the only door. Inside, activate the plate with the iron box from the adjacent room, as the usual ones will quickly burn out.

After that, you will find yourself in a spacious room with many rooms, each of which is worth exploring.

In the end, you will run into a magical shield, which can be unlocked both with the help of the Source's power (answer option in the dialogue), and through Withermoor, which will come here if you helped him in the past.

Collect all valuables outside the gate, including the Tyrant's Gloves. Before leaving, look into the closed recess on the right, where the well is. Throw 150 gold at it for a nice item.

Dragon beach

The quest "Sourceless Dragon" is taken to the right of the plateau in the east. Here you will find frozen terrain, in the center of which is the Winter Dragon Slane. Break the chains that hold him down and then chat.

From Slane you will learn about a certain witch who charmed him in the past, and then deceived him, bound him and began to use him as a source of energy. Go in search of a witch who is in a cave nearby (the entrance looks like a huge skull).

After passing the traps in the cave, you will soon reach the witch Radeki. If you start fighting her and refuse to deceive Slane, then in this case you will have to fight both Radek and the three beetles and the dead. It makes sense to place part of the group at the beginning, since the bugs will appear there and start attacking you from afar.

Radek herself uses necromancy spells, so get ready for charms and other tricks.

Pick up the wand from the body of the witch and return it to Slane. The dragon will thank you and say that he will come to the rescue when you will not wait for him. By the way, Slane can be killed, but, rest assured, the dragon will not surrender so easily to you.

You will receive the task "Call to Arms" from the druid Immit, who will inform you about the Screaming. You may have already met one of them, and you probably know that you can only kill the Screaming with the help of the "Purification" spell. A little further you will meet Gareth and his group, who are preparing to attack the Masters.

You can start preparing for an attack yourself. To do this, after rescuing Gareth, visit the Sanctuary of Amadia and report the success to the locals. After that, the strange companion of the gnome will be able to remove the collars from all your companions, and then all the refugees of the Sanctuary will go to the side of the ship.

On site, the refugees will set up camp and await you. To pass them further, you must destroy the Screaming blocking the way using the appropriate wand or ability on Brakk's helmet. Finally, the dragon can also help you if you freed it earlier.

After that, the refugees, led by Gareth, will go to the side of the ship, but you will have to divert the attention of Bishop Alexander to yourself. Just head down to the pier to start the fight.

It is worth noting that the battle will be incredibly difficult (you have never encountered such difficulties on the island's territory). In addition to the bishop himself, you will be confronted by Geist and four masters of different classes.

After two turns, a hostile side will join the battle, namely the Nether Worm - a huge creature with a lot of health, which will not leave you a 1 in 1 chance. The easiest way is to take your group away while the masters and the worm destroy each other, and then deal with the winner.

When the battle is over, you will meet the elf Ailment. Before going with her, make sure that you have completed all your quests on the island, as you will not be able to return here.

Awakened

Ship "Lady Revenge"

On the ship you will face a new difficulty: it turns out that the ship is alive, as it was made of elven wood. You need to convince the ship to transport you.

First of all, explore the upper deck, and then go down to the next level.

Gather all your companions and continue down to the lower decks until you reach the cage with the surviving Bishop Alexander. He is unconscious, so you cannot talk to him. However, persuade the guard to let you in, and then rip the necklace from Alexander's neck.

At the same level, you will find a mirror that allows you to change the appearance, characteristics and abilities of both the protagonist and named companions for free.

On the opposite side, you will run into doors. Before you open them, look for a nearby diary, which contains the code word "Fortitude". Go back to the door, insert Alexander's necklace, and then say the password.

In Dallis's cabin, you will meet a certain Tarkin - a mysterious necromancer with ambiguous answers. Decide for yourself whether he helped Dallis intentionally or under duress, and then make the appropriate choice - kill or spare (an achievement is awarded for spare Tarkin).

After that, explore the cabin. By the bed you will find a mechanism that will remove the wardrobe and open the mysterious button - it is she who will unlock the door from the treasury. Now pick up the pyramid near Tarkin and use it to move to the hidden room below.

You have to defeat two serious opponents - geists. When the battle is over, pick up the songbook and return to the upper deck. You just have to sing the text in front of the ship, and then he will agree to transport you. The sickness will say that your next target is the city of Driftwood, where Maester Siwa dwells.

On the way, Dallis will attack you along with a mysterious wizard in a hood. You will have a difficult battle against bloodhounds, masters, geists, who cannot be defeated at high difficulty levels.

Moreover, the mission does not require a complete victory from you - you only need to hold out for five turns, protecting the Illness, which will then take you to a safe place.

During the battle, immediately run to Able, because the enemies will do the same. Protect her with healing spells, apply armor with a geomancer, restore magic shields, in general, do everything so that she does not die.

Especially watch out for geists and a warrior with a two-handed sword, as their blows can cut 250-300 health at a time (let us remind you that Hvori has only 700 plus armor).

The quest "Into the Halls of Echo" is activated immediately after teleportation. This time you will see all the gods, but in a non-trivial position: they will all be suspended from the Tree of the Void.

Bless the Source of your god with magic, and then talk to him. It turns out that you are the last hope of the gods, moreover, you have to become the Chosen One and lead your race.

About possession of the power of the Source

Reaper's Coast

The quest "Sharp Awakening" is completed quickly. After the Illness brings you back, you will finally get to land and go ashore. A little higher, find a gnome who is fighting a giant insect. They will disappear right in front of you, and then the battle with the fiends will follow.

On the mission "The Plundered Caravan" you will discover the place of massacre, where the fiends attacked the caravan with people and gnomes. One dwarf will survive, so you can talk to her and find out what happened. Further, having received the necessary information, present them to the guards at the gate so that they let you into Driftwood.

From the beginning of the location, you can turn right to the raised bridge, where the boy Barrin is. He will ask you to save his mother on the mission "They will not pass", which you can do both in the future and now, using teleportation.

If you want to complete the task now, then just go to the cliff and use the teleportation to move the three companions by the wizard to the boat from below (the distance of the spell will be enough end-to-end).

On the way towards the city, you will stumble upon a chicken coop and chickens, which, if you talk to them, will tell you about the stolen eggs. The task "When to Count Chicks" begins. Head a little north of Big Margins, keeping to the shore to find the monster. Kill him and explore the area - one surviving egg will be found nearby, which must be taken to the chickens.

In the future, the quest will continue if you come back here again. The chicken will hatch and kill all the chickens, after which you can take it with you. It remains only to take Piskun to the bridge with paladins, behind which there is a magic rooster. Near the latter, your chicken will turn into a monster, so you will have to kill him.

Driftwood

The task "Law of the Order" is given in the city. Get to the main street with merchants, and from it turn towards the coast, to the piers. There, talk to Magister Raymond, who will find you suspicious. In the conversation, mention that you want to join the order, and then Raymond will leave you behind.

As a result, the master will present you with a certificate, thanks to which you will receive immunity: none of the guards will dare to touch you. When Raymond leaves, talk to Julian to find out about the disappeared masters. The quest will continue later.

The task "A man and his dog" is taken on the square. Just talk to the beggar next to whom the dog is sitting. Even without the "Animal Friend" perk, you can simply unscrew the dog's collar and find out that needles are sewn to the object, because of which the animal suffers. Rebuke the beggar by driving him out of town or robbing him.

If you are kind to her, you will find out that she is the mother of the same crazy master, from whom you had to kill in the prisons of Fort Joy.

After that, have a few words with Garvan, who will hand you the task "Losses in the ledger." The latter is in search of valuable cargo, for which you will go a little later.

Then talk to Lovrik if you want to use intimate services. From him you can buy a night with a lizard - a master in alcove affairs, which is located on the third floor.

After a stormy night, you will find yourself in some trousers and under the crossbow. If the Red Prince seizes the opportunity, then the lizard will turn into the Red Princess and there will be no attack.

The quest "You Can't Fill Woe" is taken on the second floor of the same tavern. Chat with Captain Ableweather, who will tell you about the shipwreck. After that terrible night, she can neither sleep nor eat, as she is pursued by terrible sounds.

In another room, interact with the sleeping adventurer to find out some recipes from him. You can also hack into his chest and take valuable items.

In the basement of the tavern, you will find the entrance to the cave. The bully gnome will not let you in just like that, so you have to fork out for fifty coins. Inside, you will find a separate tavern selling smoking blends.

Talk to the Ganges lizard first if you have a Red Prince in your party. Next, go to the teleportation statue, near which two pressure plates are hidden - stand on them to unlock a secret room on the side.

On the left you will find the headquarters of the head of the local dwarfs named Lohar. The latter is in conflict with the masters, which you will learn from him. Also, the gnome will ask you to help him with the disappeared dwarf Mordus, who has sunk into the water, and now no one can find him.

Before leaving the tavern, talk to Dorothea the Luxurious to take on the Web of Fleshly Desires quest. The girl will offer you a kiss around the corner - agree if you want to redistribute your characteristics a little.

Before interacting, you will have to disconnect your companions and report to the meeting alone.

Dorothea will transform into a giant spider, after which you can either kill her or accept a kiss. In the latter case, you will be able to add two points to any stat, while losing a physique unit.

Finally, at the top of the location is the Driftwood Arena, where, like in Fort Joy, you have to defeat local champions. You will have to fight against five enemies, moreover, your eyes will be blindfolded, which will significantly affect accuracy and reduce the distance of abilities to a minimum.

Outside, to the right of the tavern, is Driftwood Prison. In it, you can talk with your boss to agree on a reward for finding the killer of the masters.

In the basement of the same building, talk to the bored magister who is sick of his work. Leave him or persuade him to leave the hated place.

The "Missing Masters" quest develops further. Visit the fish warehouse near the port where the inspection is taking place. The masters, as you will learn, suspect that the junk dealer is hiding the true killer.

But do not think that the masters are right, as the elf Stuart, sitting near the tavern, will inform you that the real criminal is among the visitors of the tavern.

In warehouses, talk to your boss who won't give you valuable information. After that, find the dwarf Cannox and convince him that you need to find the suspect. Say that you managed to escape the Fort of Joy, and then the gnome will open to you. It turns out that the culprit is hiding in a barrel.

Before that, you can look into the basements of the warehouse, where the masters cannot find the entrance. In one of the rooms, simply move the barrels aside and use the hatch. Downstairs you will find a spacious basement with traps - pass them and get to the end of the room.

Open the barrels marked with a cross, from which the poison will flow. Ultimately, you will come across a barrel with a source weapon, and then the fiends will attack you.

You will conclude that in fact, behind the rotten fish in the barrels, there is a powerful weapon, as well as the fog of death, with the help of which the queen of the dwarfs wants to conquer the world.

In the right room near the coast, open the barrel to find Higba the junk dealer. Help him get out of the environment without getting caught by the masters. If you get caught, then you have to either fight, or surrender Higba with giblets. After a successful escape, the junk dealer will say his thanks and again dive into the barrel. He will also reveal to you that the nepheeks of the murdered masters came to him from the cook Uyvlia.

Visit the cook and accuse her of murder. It turns out that she did cut out the guards and then chop them into soup. However, it will not work immediately to plant it, since there is no solid evidence.

The quest "Lost and Found" is taken west of the building with the fish. At the coast, talk to Lagan, who has lost his wedding ring. Offer your help and find the ring by simply holding Alt. When you do this, fiends will attack you - kill them.

You can now continue with the "Abrupt Awakening" quest. Visit the house near the entrance to Driftwood, where a girl is playing on the porch. FROM her you learn that the masters took Siwa to the scaffold.

Leave the city the same way you entered, and then go a little higher to find the scaffold. Approach Siwa and free her, then kill all the masters. Then return to Siwa's house, talk to her and go down to the basement.

You have to perform a ceremony that will summon God. Do the following in the order described:

  1. Take root and blade.
  2. Take the bowl.
  3. Use the blade to bleed yourself.
  4. In the craft menu, cross the bowl, root, and blade.
  5. Place the brew created near the dragon figure, and then activate the wheel.
  6. Inhale the smoke and hold your breath.

After that, the god will appear, who will teach you a new ability of the Source called "Spirit gaze", which allows you to see ghosts. Go back and use the skill to see Master Harrick.

Then you can continue the "Missing Masters" quest. Visit the tavern again and use the learned skill. Talk to the first spirit to find out that the cook finished him off. Now the spirit cannot leave in peace, since here it is held by a ring.

With the help of the rogue character, sneak into the left room while the maniac is in another. There, open the board in the floor and pull out the hand on which the desired ring is located. If you take this evidence to the chief in prison, he will immediately send a subordinate to arrest the cook.

Alas, this master will face the same fate as everyone else. If you tell Stuart everything, then he can return to the ranks of the masters. Finally, by showing the ring to the assassin, you will provoke a battle. When she dies, pick up the sheet with the names of the victims and give it to your boss.

Before leaving Driftwood, you can feed the cat a rotten fish, a tainted void. After such a meal, the animal will die, and a spirit will appear in its place. Talk to the ghost to get the achievement.

Soon after leaving the city, you will be attacked by gnomes who have run out of reels. Interrupt them and move on. You will stumble upon a lonely statue, near which are constantly extinguishing torches. Igniting them separately will not work, so use the fire AOE spell.

Further on the shore you will find a lamp with a genie. If you have dexterity above 20, you can convince him to fulfill one of your wishes: to get rich (you will receive a stolen necklace, which you need to sell as soon as possible, without catching the guards' eyes), ask that the enemies do not catch your eye (you will go blind forever) or ask for the power of the gods (you will be killed by lightning). Otherwise, you will have to fight the genie.

Continue along the west bank until you find a skull-shaped cave.

The quest "Shadow over Driftwood" takes place here. You have to fight with the crawlers of the void, of which there are incredibly many. The cave itself is large enough that it will take a long time to wander. Moreover, it is dotted with minks (they allow you to quickly move around the location), one of which will lead you to four crawlers.

You can also just skip that hole and get to the very north of the cave, where the road leading to the abyss is located. You can move your heroes across the abyss using teleportation in order to be immediately in the place where in the future the game would have thrown you with the help of the above-described four fiends, and give battle to the enemies with the whole team.

After exploring the entire cave, get to the center with the wreckage of the ship, where the dwarf Mordus is located (it was Lohar who asked to find him). Mordus will prove to be an undead necromancer, so prepare for a desperate battle.

If one of your heroes dies during the battle, then Mordus will immediately absorb his Source and turn into a huge fiend, which at the current levels cannot be overcome if you play on tactical difficulty or higher. To defeat Mordus, try to kill him first and as quickly as possible.

After the battle, Mordus will remain alive and will ask you not to kill him. If you keep him alive, you can learn more about the magic of the Source. You can also find out information about the owner from him by threatening with murder. As soon as Mordus begins to speak, something will destroy him.

Before leaving, visit the room on the side, where the body of the gnome with a yellow stone is located. When you try to leave the room, a huge ship will break through the wall, which will contain neutral crabs and a hostile shark. Kill the shark, take the hand from it and feed it to the elf to learn about the dead boy Joe.

It was him that the children were looking for on the banks of Driftwood on an assignment from "Hide and Seek". Return to them if you want to complete the task.

After that, visit Driftwood again and look into the house of Mordus. You could have got here right after the date with Lohar, but in general there is no difference. If you visit the house of Mordus after his murder, then you will not have to make an extra circle.

Inside the house, you will stumble upon a gnome - one of Lohar's workers. Tell her that you are working with her master to get inside, or just kill her. Explore the dungeon, release the imprisoned gnomes, and then go to the mysterious stone head, into which you need to insert a yellow stone (you will find or have already found it after the battle with Mordus).

The task "Taste of Freedom" will start immediately after the opened secret entrance. Inside you have to solve a puzzle, which is presented on a 4x4 board. Use the power of Source to enter the spirit world and see the right combination.

If you look at the door to the treasury, standing in front of the field, activate the plates from top to bottom and from left to right as follows: first row third plate, second row second and fourth plates, third row second plate, fourth row fourth plate.

Next, you will find undead chained to a table, as well as many vases. The undead will ask to release her by activating the levers opposite. You can also simply interact with one of the vases to start the battle.

A battle will follow in which the undead will help you. After that, talk to him and choose a reward. Keep in mind that the lich will offer you to increase one of the characteristics - agree right away and do not ask questions, otherwise he will hand you a random skill book and go home.

Now return to Lohar and tell us about Mordus. When you visited the dungeon of Mordus, you found (at least you should have) a letter from the queen of the dwarfs, which tells about her plans. If you first hand the letter to the Masters, then a battle will follow when visiting Lohar. The letter can be given to Lohar himself. One way or another, as a reward from both factions, you will receive a key to the chest.

The "Competitors" task takes place on the bridge on the left side of the location, which is guarded by the troll Grog. To get through, you will have to hand him five thousand gold, or eliminate his competitor.

Both trolls are distinguished by a large amount of health, and also have an ability that regenerates six thousand health in one turn (they will activate it only during the first turns).

Fire works well against Grog, while poison works against Marg. After killing one troll, the other will refuse to let you through, so you will have to fight twice.

The "Aggressive Capture" quest is activated on the bridge with a troll. You will find the bodies of the dead and traces of blood that will lead you to the site with the chest mentioned by Garvan (on the quest "Losses in the ledger." Use the Source spell to talk to the ghost of Liam.

It turns out that Garvan finished him off for self-interest and no such monsters attacked him. For the spirit to find peace, it is necessary to take revenge on the murderer.

It is quite difficult to kill Garvan, since he is in the city and never leaves it. If you don't want to become a criminal and go to jail, just find the poisoned food and feed it to her. To do this, visit the toilet behind the tavern, in one of which there is a suffering person. He will tell you the recipe for spoiled food: meat stew and void-poisoned mackerel.

The first can be purchased in a pub, while the second is in abundance in warehouses. Create food and give it to Garvan so that he can escape to the toilet, where you can finish him off.

Meadows

Go to the bridge in the north where the paladins are camped. Chat with Tom Hardwin, who will ask you to lead the white masters to clean water. Head to the mines to the east and follow the deeds of the masters.

On the assignment "Buried Past" you will stumble upon Gareth (if he survived in the first location), who grabbed and wants to kill Master Jonathan. If you wish, ask Gareth to spare this criminal.

The Ugly Duckling quest takes place in a nearby meadow. There you will find Ferno's sickly bird, which is actually a phoenix. Burn the bird to heal it. An egg will remain in place of the charred creature, which can be left in the inventory for the future or eaten on the spot.

On the mission "Bestial Treatment", you will stumble upon talking cows, which are in fact bewitched people. Naturally, the cows will need your help in killing the evil sorceress.

Explore the witch's house (the key is in the thicket below), capturing her eye. To develop further events, you need to finish off Alice Alisson, which you will be able to do a little later.

Finally, there are scarecrows in the meadows, each of which are opponents. As soon as you talk to one, everyone else will come to life and pounce on you. The battle, keep in mind, is going to be difficult, since the scarecrows have a passive skill "Horror", which turns enemies into panic flight without the possibility of further control if the target does not have magic protection.

Churchyard

Move south along the eastern bank until you reach the cemetery. The "Family Business" task is handed over by Tarkin (if he was spared on the ship). The necromancer will need you to go down to the Surrey crypt and get hold of the artifact there. Inside, you will have to solve a puzzle with levers using your ghostly vision.

The three switches will only work when you step on the pressure plate in the very last room. Combination of numbers: 2-1-3.

The task "Stranger in a strange land" is issued in the north by the ghost of Vilnks Kriva. The lizard wants you to bury her according to her own customs, that is, cremate her. Remove the leg from the grave and then throw it into the flames of the dragon statues.

Continue your journey. Nearby you will find a platform of stone, which is guarded by four gnome ghosts. The Featherfall bird sits there, feeding on its owner. A part of the latter's body can be eaten by an elf to learn the ability for necromancy Bone Cage.

There is a bench nearby where you will see the ghost of Zimski. Interact with him to improve your luck stat by one and get a flask with the Source.

Next, you will stumble upon a watchdog named Andras. Andras guards the grave and will not let you inside. If you try to get through, then you will have to fight the monster Kedelon Bonecrusher, as well as a mob of skeletons that this warlock dog will summon.

A little higher on the hill, you will find the burial place of Victor Flynn with a note saying that he faked his death. Alas, he still did not manage to avoid death - his skeleton lies in the crypt.

The task "Servants of Reluctance" is activated at the cemetery. Silent servants roam here, about whom Farim's watchman will tell you. It turns out that the servants are controlled by Master Riker, so in order to free the poor puppets, you will have to kill him.

The task "Shelter of Heroes" is issued immediately. Get to the center of the cemetery and open a small crypt where four famous warriors are buried. In the grave of each lies a clue to the treasures that they left in the world.

By the way, if you open all four coffins, then the heroes will rise and fight with you. The first three caches of Garrick, Halla and Bromley are located above and to the right at the exit from the cemetery, in the north at the entrance and to the left, not far from the sawmill, respectively.

The quest "Generous Offer" is taken near a living estate, the door of which will speak to you. If you admit that you are awake, then she will miss you. Inside, you will find Master Riker, who will give you an assignment to find the tablet in the Black Mines location.

The task "Serpent's tongue" is given in the master's house. After interacting with the silent salamander, return to the graveyard and find a burning chest near the two statues. Use teleportation or telekinesis to move the box towards you to open it. It turns out that the password for the chest is made in the old language of the lizards, which the silent salamander knows about. The red prince can unlock the stash in the same way.

"Existential Crisis" is a task that you will receive higher and to the right in the territory of the cemetery. A voice will be heard near one grave - dig it to rescue the skeleton philosopher. Crispin will ask you three burning questions that will need to be answered.

All answers, without exception, must contain the "Undead" tag, so put either Fein or an ordinary ghoul to a verbal duel. If you lose, one of your companions will die.

Near the cliff on the right side, visit the altar, which is opposite the giant tree. Use the Source skill "Blessing" on the altar to activate the event: the elf will drag your companion down.

Follow the disappeared one to rescue him. Kill an elf without using poison skills against him, as they heal him.

The They Shall Not Pass quest continues. Pass the gated southern part of the cemetery using teleport or brute force. Below you will reach the very house where it was impossible to get at the beginning of the location, since the connecting bridge was raised.

As we mentioned at the same time, the obstacle could be overcome using teleportation. Otherwise, only the above-described option remains - to walk around.

Black mines

On the right, at the edge of the location, you will find a path to the mine, blocked by insects. Kill them, and then talk to the spirits using the magic of the Source.

Here the task "On the last gasp" will unfold, in the course of which the masters will finish off ordinary peasants. If you do not interfere, then all five people will be executed, otherwise you need to attack the masters immediately if you want to save everyone.

After the rescue, it turns out that another family member is in danger - the nephew. Go to the oil rig where it was hung. Get to the top and chat with Master Jonathan, who will have to be killed immediately (after the first remark) if you want to save your nephew.

Keep in mind that all the districts will come running to help Jonathan in the form of other masters. Moreover, the rescued person will begin to use the magic of the Source, which will attract the attention of the fiends from oil, which will then turn into fiery ones when the oil ignites.

The quest "No Exit" is issued in the west of the fort, where a couple of masters are trying to burn down the house. You can kill the masters to save the man inside, who turns out to be the blue blood Owen Anchoret.

Finally, visit the coast where the Screams are located. After the destruction, get to the buildings with the masters, in which they carry out operations to extract the Source from the magicians.

Deal with them and find a diary that tells about the safe path to the Black Mines.

The task "Excavation" is already being developed in the mines. The beginning of the cave is dotted with traps, so it is better to leave the whole team at the beginning, letting one thief ahead, who is able to neutralize the entire path.

One way or another, soon you will reach the defeated master, after talking with whom you will have to fight the fiends. Then go down into the mine. Inside, look into the side room where the column fragment is located.

After a while, you will stumble upon a chicken that will inform you of a threat along the way - the Screaming One. Finish him in the usual way or by teleportation bypass.

In the ruins, find a recess hidden in the wall, which is opened with a key from the waterfall. Inside you will find a second piece.

In the workshop, interrupt the masters or intimidate them to avoid a fight. Next, you need to restore the oil pump, having obtained information from the engineer of the Circle.

After blowing up a wall with barrels, you will reach a temple with statues of an ancient people, to which Fein belongs. Pick up the artifact that lies in the nearby boxes, and then go to the last room with the statues. From the digger's diary, you will learn about the correct order of activating the statues; moreover, the necessary information is contained on the altar.

The order of activation of the statues is as follows: the topmost first, the second in the last row - the second, the second in the third row - the third, the second in the second row - the fourth, the first in the third row - the fifth, the first in the second row - the sixth, the first in the last row - the seventh ...

After the puzzle, you will unlock a force field, behind which you will find an ancient tablet. This will be followed by a real test in the form of a boss of the fourteenth level (if your level is lower, it is better to return here later). The eternal Etera opposes your deities, but now she has just awakened, so you may have enough strength to defeat her.

Return to Master Riker after the battle. You will not find him on the spot, so visit his room, equipped with instruments for torture. Before handing over the find to the master, ask him to teach you the new powers of the Source. Ultimately there will be a battle that cannot be avoided.

In the house of the master, the task "Opposites attract" is also given. To do this, simply draw a line of food between the turtle and the rat. Now you just have to visit the paladins on the bridge and tell them about the atrocities of the masters.

Paradise Hills

Behind the bridge of paladins, you will receive the quest "Three Altars", in which you will have to help living deer in the battle against their dead congener. To complete the quest, you need to visit two more similar places.

The task "Test of all seasons" is activated in a forest clearing, where you will find a bowl surrounded by trees-statues. To complete the quest, you will have to use certain spells on certain statues, since each of them represents a different season. Listen carefully to the riddle from the mysterious voice, and then the task will be simplified.

On the way below and to the left, deal with the opponents and talk to the undead named Victor.

The "Buried Past" quest continues. Gareth is engaged in the funeral of his relatives under the protection of paladins. Near Gareth, pick up the gloves of the culprit who killed his parents. Next, pass the outpost in the form of paladins, by negotiating with them or using brute force.

Inside, you will find four assassins. Use your ghostly vision to chat with the deceased relatives of Gareth who live right there.

It turns out that they do not crave revenge, on the contrary, they care about Gareth's peace. After that, Gareth will enter the room and decide to finish off the killers. Dissuade him to stay on the path of the hero, or give the go-ahead, and then Gareth will take the path of revenge.

Finally, the spirits will reveal to you the name of the main culprit - Master Jonathan. Kill him if you did not do so earlier when you visited the Black Mines, and then bring the Master's Ring to Gareth.

The task "Dangerous to yourself and others" will start in the eastern part of the location, where you will find Swann the healer. From him you will learn about the dangerous infected Natalie, who is located in the basement. She can be helped, but then you have to fight monsters. Keep in mind that AOE spells will damage the girl.

On the way up, you will stumble upon a sawmill and the Lone Wolves gang. Use your ghostly vision to see how many restless souls follow them.

The spirit of the wizard will ask you to avenge him and finish off the mercenary named Faithful Eye.

Corbin Day will complain about his slave fate and complain about the master Rust Anlon. The latter you can finish off in the future, thereby freeing Corbin.

Spirit Black Widowmaker will tell you about a treacherous murder: partner Snakeroot injected him with poison. The girl will refuse to confess to what she did, so you can kill her.

The spirit of the Gravedigger will tell you about the Dremesek, who finished him off. Visit the latter and use the answer tagged "Mystic" to make her dream about the Gravedigger. After that, Dremoseca will show you the location of the treasure.

The task "A log as a log" unfolds here. You need to drop by the sawmill and talk to the log. The elven piece of wood will ask you to pay for it with the woodcutter who cut it down. You will find the lumberjack at the bottom of the location, however, he will also be dead. To destroy his spirit, use the ability "Absorb souls".

The quest "Precious Loot" is taken from the head of the mercenaries Rust Anlon. In captivity, he contains the already familiar Saheila, so he will have to be finished. Moreover, Sibylla will want the same. If you kill Rust, then from this moment all the mercenaries of the brotherhood will become hostile to you.

After the sawmill, visit the clearing to the east by breaking the gate. There you will find Sadhi - the Red Princess, with whom your red-skinned companion can retire. This will be followed by a battle with the assassins, and the princess will disappear again.

Above and to the right, you will find ridged soil, broken into small areas of land. Use teleportation or wings to move.

Next, you will reach a lonely hut where Almira and Mikal are located. Together, the couple left the hot spot, but not without damage. You can't just cure Mikal like that, because a curse operates around.

The source of the corruption is the dragon, which you find above and to the right of here. Finish him and return for your reward.

In the future, you will meet a couple on a ship. Then Almira will ask you for one more service, which is to find a tablet. In the past, you could already get it on instructions from Riker.

Monastery forest

A zombie named Eitne is a librarian. If you convince her that you are not a member of the Black Circle, then she will allow you to buy books with various abilities of the schools of Necromancy and Transformation.

Get to the ruins in the center where Hannag dwells. The magisters are trying to kill the lizard, so help her if you want to get an extra slot for the Source's abilities. Next, Hannag will tell you about his student, who may soon be executed. If you manage to rescue him, then she will make you a student too, if not, then she will only hand over a book about the Source.

The quest "Three Altars" continues nearby. You will find a monster surrounded by wolves that will increase its strength. The monster must be stunned every turn, since it is quite capable of interrupting your entire group at once.

In the north of the location, you will stumble upon the corpse of a witch named Alice Alisson. The body flies on a cross and is quite capable of fighting, moreover, one of its abilities - a passive aura - takes four hundred HP each turn from the entire squad. A dangerous opponent, so don't even think about fighting him if your level is below 15.

After the kill, visit Alice's hut, which is in the meadows. In her chambers, you will find ingredients with which you can create a potion (a witch's eye, a mushroom and a catalyst) to heal people turned into cows.

On the other side of the bridge, you will find a lonely house, next to which there is a cage with two demons. Their current owner is Jaan - the same Master of Source that you have encountered more than once. Find and kill for him the imp located on the island of the Blood Moon, if you want to more fully master the power of the Source.

On the shore you will meet the Dead Ferryman, which transports everyone to the same island. Any character other than undead will not survive this journey, as it travels through the fog of death.

To overcome the obstacle alive, use the following trick: separate all the heroes from one character that you are going to use the boat. When he is dead on the other side, the rest of the living party members are immediately teleported to him.

Blood Moon Island

Go down and to the right until you get to the demons led by the Advocate. Immediately you will find the familiar Illness, which teleports away without talking. Next, you can make a bet with the gnome who just spoke with the Illness, arguing with him for five hundred coins.

The lawyer will offer to teach you new features of the power of the Source, but in return he will ask for a counter favor - to interrupt the group of the Black Circle. You will find the targets in the center of the island, after which the Advocate will reveal the location of the Nameless Island.

Next, you can finish off the Lawyer, as Jaan asked you to do. As a reward, you will receive an increased source resource. Jaan will also need you to find the owner of the Advocate by asking the spirits on the island about his name.

Find the bridge, collected from the fragments, and then the map with statues, archive and forge marked on it. The task "Forgotten and Damned" is activated.

Go up and to the right and at the turn, find the loosened ground, under which the hatch is hidden. You will find yourself in the Archives, where the ghostly abbot of the library is located. Behind one of the cabinets you will find a piece of the Anathema weapon, as well as a new pyramid for fast travel and a special book with a spell to pacify the flame, which you will need to destroy the statues.

Near the statues, you will find cages with demons. Before opening them, look into the world of ghosts and negotiate with the spirits of the guards to get the go-ahead for the release of prisoners. You have to defeat a kid, a gnome and a lizard, each of which uses demonic abilities.

Preparing to sail

The quest on this part of the land is coming to an end, so it's time to set sail. For the next journey, you need to open three additional slots for the Source abilities, learn the Pull Source skill, discover the location of the mysterious Nameless Island, solve Gareth's dilemma, and (optionally) complete the personal quests of your comrades-in-arms.

Keep in mind that the opportunity to upgrade Source slots can easily be overlooked. There are four characters in total who can help you in this matter: Mordus, Riker, Hannag and Jaan - remember these names.

You will receive the ability to extract the Source from Siwa when you open the above cells.

Finally, the location of the island can be revealed by the Advocate, God (according to the ritual in Siwa's hut), as well as Ailment. When all the conditions are met, return to the ship and order to sail.

Unnamed island

This part of the land is a whole battlefield, where the masters and paladins on one side, and the Black Circle on the other, are incessantly fighting. Your task is to visit all seven Divine Temples and complete the tests there. When the job is done, you will be able to proceed into the bowels of the mysterious Academy.

Talk, without leaving the ship, with the succubus Almira, who wants to find two pieces of the Redeemer. Also here you will find Master Delorus, whom you met in Fort Joy. He can become a companion, but his level is too low for full-fledged battles.

Temples of the Gods

Ralik Temple

The first shrine represents humans, and here you will stumble upon a confrontation between the masters and members of the Black Circle. Choose a side and then take part in the battle. After the battle, activate the altar with a person so as not to receive the "debuff", or with another race, but then you will become blind for a while.

Temple of Vrogir

Go up and to the left until you stumble upon a detachment of the Cheka. If you convince them that you are the embodiment of Almira, then there will be no battle.

Inside the temple will be flooded, which was done by order of the Cheka. You can cancel the order and send the entire group off the island. After that, find a key that will allow you to unlock a secret path to the Armory with valuable items.

On the same bank, you will find the Gloomy Cave, where you can find powerful weapons. By picking up the Blade of the Eternals, you will provoke an attack by the Apologists.

Inside the sanctuary of demons, you will find that a required item is missing on the altar. Go to the ghostly world and talk to the spirit of the imp, who will reveal to you the reason for the loss - it turns out that the members of the Black Circle stole the crystal.

Head west until you come across two mongrels who have found a strange stone. Kill them, or simply throw meat at them to get the crystal they are looking for. You can now use the altar.

Activating the altar will take you to the miniature world of Zantezza. Place the boxes on the nearest plates first. Go further, bypassing the blocked doors with the help of teleportation.

To speed up time, use the hyperactivity device in the room on the right. The other device will start the kill protocol, so don't touch it. Finally, in the center, you will find a core, which you need to get to as quickly as possible, otherwise you will die.

After that, move along the northern path to find the Cheka group. Interrupt them and take away from the head of the Dark Mirror.

Elves will meet you on the approaches to the temple. To avoid a fight, tell them that you are awakened or that you are doing the will of the masters.

Here you will also learn that Bishop Alexander went after you and has already landed on the island. You will find him at the very top of the elven sanctuary in the company of Gareth, who wants to kill him. Help Alexander, who separated from the Maul, or complete Gareth's revenge and finish off the bishop.

Sibylla will give you another task if she is in a group. The tree in the temple will tell her to take the life of the Prince of Shadows. When you leave the temple, your friend Saheila will advise you to destroy the Tree so that the elves can finally find their freedom. Decide what to do.

Temple of Amadia

The sanctuary of an ancient people is located in the lower left corner of the island. You can get there only by climbing the vines, which will lead you to the temple soaring in the sky.

On the spot, overcome all obstacles and crevices, using the various blessings of Amadia. Along the way, if Fein is part of your party, you will receive unique gloves. Get to the center and interact with the altar.

Temple of Zorl-Stissa

Get to the sanctuary and interact with the altar. No complications. To the east of the temple, you will find the prince of Shadows, which Sybil has been hunting for the entire game. She will go into a trance because of the raptor magic, so you will have to sing a song to her. A battle will follow in which you have to fight the invisible ones.

Finally, the Red Prince can also interact with the Prince of Shadows. After the murder, travel to the ghostly world to find out the reason for the hunt for the Red Prince. It turns out that your partner and the Sadha princess can give birth to offspring in the form of real dragons, which does not at all tempt to know the lizard empire.

Temple of Dune

On the way to the sanctuary, overcome all the crevices with the help of magic. Inside, defeat the cursed warrior of Dune, and then fulfill his request - to absorb him. After starting, go around the temple from the north and talk to the undead. She will ask you to finish off the cursed gnome.

On the assignment "White-faced" you have to finish off the leader of the same name of the Black Circle. Use the black mirror to pretend to be Whiteface's subordinates to safely reach his hideout, which lies to the left of the Temple of the Moon near the mountain.

The entrance will be protected by the troll Circle, with whom it is impossible to come to a compromise. Fighting honestly with him is pointless, so just teleport him to the lava.

In the cave, you will see an altar that cannot be interacted with. Dispel the illusion behind him with Alexander's hood and then finish off the leader.

In the Cheka camp, you can find the familiar Vindego, who could have been killed in the Fort of Joy. One way or another, she will have to be dealt with again.

Now that all the temples are activated, head to the Sanctuary of the Moon. Inside, you will find seven columns, each of which represents a specific deity. Each of the seven represents either the Sun (light) or the Moon (darkness), which you learned about when you visited the temples.

Set the belonging of the gods to the luminaries, and then use the lever. To activate the lever, move the lightning-shaped thing called the Phase Capacitor onto the pressure plate.

If you wish, you can go a completely different path without activating the altars. To do this, visit the corner of the island on the lower right, where the islets are located. On them you can get to a separate land where a hatch is hidden. It is he who will lead you to the halls of the Academy.

Inside the Academy, you will encounter a fiend of the void, who will reveal to you that their true motives of his brothers are in the desire to return the power illegally stolen by the gods.

Go to the hall, dotted with the bodies of teachers. You can interact with them to enhance some characteristics instead of weakening others. Then locate the panel and install the Phase Capacitor, which will start the beam. It is necessary to direct the beam to the pole using mirrors.

In another room, you will find a key to the room on the left with valuable cheeks. Next to the pillar, to which the beam should reach, install a couple more capacitors, and then interact with the lever. This will take you to the Hall of Heroes.

In the hall you will meet all the plot companions, as well as Gareth or Bishop, depending on your choice. Agree to fight.

After that, a battle will begin, in which all the elect will take up arms against you. Get to the key of divinity that is on the right. Ultimately, as you overcome the Guardian Challenge, you will be greeted by the long-forgotten Dallis Hammer.

If you managed to change the Bishop to your side, then she will immediately finish him off. Dallis will then annihilate the key and go into hiding.

Finally, the destruction of the arena will follow, during which the battle will unfold. You will have to defeat your own copies in the form of divine avatars, as well as the Titan of the Source, which will appear at the end. When the deed is done, the Illness will appear, which will ask you to start the lighthouse - do this to leave the location.

Once on the ship, talk to Ailment. Your next target is Arx, where Dallis went.

Oh hota at dallis

Coast

Directly on the ship, you will move to the hill. Pass the camp near the coast and get to the port. On the spot, it turns out that a kraken attacked the harbor. If you think that your strength is enough to destroy 18 levels, then give him a fight.

After that, search the place of the shipwreck and find the key. Also talk to the ghosts to learn about Dallis, who rushed to the tomb of Lucian himself. Defeat the vampires by helping the paladins to let you into the Arx.

Arx

Find the artist in the city center and use your ghostly vision to speak to the spirit. The latter will reveal to you that the local prince owns the rarest painting.

After visiting the residence of the nobleman, you will stumble upon Kat, who in the same way will mention the paintings and offer you help. On the top floor, get ready to meet the guards; in the hall there is a key that can be carried to oneself only with the help of telekinesis. Finally, you will find the treasured path to the basement outside the house.

The Execution quest will begin with a series of executions: the paladins will kill the masters, wanting to find the secret members of the Black Circle. Talk to Marie, who will ask you to rescue de Selby. The latter violated discipline and refused to carry out the executions, so she herself ended up on the scaffold. You can save her the only way- kill the local leader of the paladins.

On the mission "The Power of Mercy", visit the prison on the lower level of the city. Deal with the guards, and then find a cage with an old friend of Vindego. If you let her go, then you will learn a new spell that allows you to turn fiends into allies. She will also reveal to you that the local leader of the paladins, Kemm, is secretly working for the demons.

The task "The last stronghold of the masters" is activated in the barracks. Find Marvell in the ghostly world, who lives in the kitchen. Beside him, clear the way from the boxes and use the hatch.

By the way, on the hatch there will be a password in the form of four phrases, two of which can be found in the next room (others will have to be selected by typing).

At the lower level, find a secret button to get into the store of the masters. Further, to unlock another secret, remove all four pictures, behind which there will be buttons. As a result, you will find yourself in a new room where the ghost of Hux dwells. Here, pick up the key and go down to the next level through the closed hatch.

Ultimately you will stumble upon Master Raymond surrounded by geists - kill him. Next, examine his documents and read the information about Dallis, which contains all the master's plans. It turns out that they set out to destroy the Source, Divinity and the Void itself, for which they have already recruited the familiar Tarkin. The latter took charge of the resurrection of King Brakk.

Return to the city and head up and to the left where the burning part of the city is. Visit the Raptor Embassy for a mysterious portal.

To the right of the town, explore the apartments of the artisan Sanders, who makes toys. One of the toys came to life and disappeared - you will find it near the pier and learn that there are corpses in the basement of Zanders. Visit his house again, and then talk to the master himself and decide his fate.

Then visit the library, where the dock of history Hubert will test you. Correct Answers: House of Dreams, 1234, Tenax and Cassandra. If you answer correctly, Hubert will ask you to go down to the basement with him, where he will open a new story and give you a talent book of your choice. There is also a chest, the key to which is in the previous room.

On the assignment "What the Doctor Ordered" you will visit the Black House, where the Deva dwells. If you defeated Whiteface on Blood Moon Island, the doctor will let you inside. Next, Deva will offer you a deal: half of the divine power on your part, help in the battle against Dallis - from him. Keep in mind that the deal is bound to have repercussions. If you refuse, you will find that the powerful demon Adramalich is hiding behind the doctor's guise.

Dungeon

The quest "Secrets of the Dwarfs" is activated when you get close to the area of ​​the dwarfs. Make your way to them in the courtyard from the east, teleporting to the balcony of the house of the wisest. Immediately you will find stones that will help you get to the other side.

On the spot, you will find the place of the already completed wedding, which has taken the form of a massacre. If you activate the cake, there will be a battle with the toys that pop out of it. There you will also find a message from Dev. Examine the bodies before leaving to find the key.

Take a look at the house where the newlywed Isla Gall has settled. On the top floor, you will stumble upon her dad, Michel, who is about to leave Arx. Next, look into the kitchen and grab the Lulabell wine to unlock a secret passage.

You will find yourself in a sewer full of spiders - kill them. Next, visit the right side of the dungeon, where the brotherhood of child thieves is located, which will play you against the troll. When the battle is over, pick up the Strange Painting, which is that rare image.

Ultimately, you will find yourself in the secret abode of Queen Justinia in the company of Isbail. If you released Vindego after interrogation, you learned that Isbeyl is hooking up with demons. That is why now you can turn it over to Justinia, after which the latter will refuse to intercede for Isbeyl in the battle. After the battle, talk to Justinia and decide her fate.

Before leaving, you can visit the sewer branch, which will lead you to the prison. There you will stumble upon the boy Karon, who is awakened. If you return here again after a while, you will not find Karon on the spot, however, you will find him in the western part of Arx, where he will perpetrate a massacre.

Visit the temple and speak with Avenny to receive the key to Arhu's private rooms. After examining the chambers, at the exit you will find paladins who will accuse you of killing Archu. Finish them off or try to negotiate with the world.

On the opposite side of the temple, talk to the dog Charlie to find out about the real culprit in the disappearance of Arhu. It turns out that your friend Kemm is behind the crime.

Chat with Lyle to learn about the Blood Path pilgrimage. It turns out that only an absolutely sinless person is capable of overcoming it. Come inside.

On the way, you will stumble upon a statue of Lucian, which asks four questions. It doesn't matter if you answer honestly or lie, because if you really committed crimes, the statue will destroy you instantly. If there are sins behind you, then you can use a trick: return to the ship, take an "empty" companion who has not yet participated in your adventures, and then bring him here and it is for them to pass the test.

Next you will find a puzzle with pipes. It is necessary to hold liquids of three different colors into three bowls on the opposite side. As a result, it turns out that one liquid is not enough - use the "Blood Rain" over the center of the platform, and then bless the blood with the Source skill.

After solving the problem, continue on your way. Behind the door you will find the servants of the Source, which are easy to kill, but pointless, since they are reborn. To overcome this challenge, you must get the right combination of levers. Each of the levers is a separate letter, and you need to collect the word "RIGHT".

Divinity

The End Times quest is the final one. Illness and Tarkin will take your side. In the hall, talk to Lucian and Dallis. It turns out that the first staged his death in order to freely absorb the Source from the gods.

Dallis is the eternal one who has always worked for Lucian. Moreover, Fein is her father. Sledgehammer's ultimate goal was to completely absorb the Source and move it to a safe place - one where the Void could not threaten it.

Next, you will have a battle with King Brakk. The leaders you know will fight on his side, while Lucian and Dallis are on your side. You don't have to kill Brakk personally, since you don't have enough strength, so just try to survive.

F inals

  1. If you make an agreement with the doctor, you will meet with him again to give up half of your divinity. Then Lucian and Dallis will die, and you, together with the demon, divide the world in half, creating a balance between light and darkness.
  2. The second ending is Ascension. You will become the sole god without the help of a doctor.
  3. The third ending implies the spread of the Source throughout the world. Each of the inhabitants of the Earth will become a magician and will contain the Source.
  4. The final ending is based on the destruction of the Source. The magic will leave Rivellon forever.

Video: walkthrough Divinity Original Sin 2


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