Divinity 2 is a blessing. Divinity: Original Sin. Walkthrough. Act IV Puzzles and Riddles

System requirements
Divinity: Original Sin 2 (game 2017)

Characteristic Minimum Requirements Recommended Requirements
CPU Intel Core i5 Intel Core i7
RAM 4 GB RAM 8 GB RAM
Video card NVIDIA GeForce GTX 550
ATI Radeon HD 6XXX
DirectX 11
NVIDIA GeForce GTX 770
AMD R9 280
DirectX 11
25 GB 25 GB
Operating system Windows 64-bit: 7 / 8.1 / 10 Windows 64-bit: 7 / 8.1 / 10

Walkthrough

Game mode:

- Adventure(Exploration mode) - Easy difficulty

- Classic(Classic mode) - Normal difficulty

- Tactics- Hard difficulty

- Valor- Hardcore (1 life to complete)


At the beginning, you can choose the main character from 6 story characters or a random one from 4 races. An undead hero is also available for each race (the difference between the undead and the living is that they receive damage from normal treatment, and are restored with poison).

Or you can completely customize your hero: choose the origin (race, gender), appearance ( appearance, voice), template (weapon specialization, character class), talents (perks), tags (class, social feature), tools (1 of 4 musical instruments).

1. Fresh breeze


The story begins with how the witch used the magic of the Source. As a result, she was caught, put on an anti-magic collar, shackled and sent to a prison island. A dozen more innocent potential wizards were sent with her. We were among these prisoners.

We wake up on the ship, we communicate with the masters overseers and other prisoners. In the next cabin we see a crime scene, one of the prisoners was able to use magic and kill a cellmate. We pass into the far cabin, there is an interrogation of the witch, it becomes clear that she is the killer. Whatever we answer, she will riot, kill the masters with a powerful spell and leave the ship.

1st floor... We come to our senses after the spell. In the left corner we search the chest, we find a set of basic weapons. All other prisoners are stunned.

2nd floor... We rise to the floor above, here we have to negotiate or fight with two frightened guards. In the center is a locked door with a skull. Key from this door is located near to the right, on the body of the murdered Master Priest Mevin. The path to it is blocked by a fire, but we can extinguish it by shooting a barrel of water. (Nearby in a dead end sits the elf Fein, who turned out to be undead. If we choose the second answer, we get a ratio of +2). We open the door with the key, but behind it there is a dangerous zone of the Fog of Death, it is dangerous to enter there. From afar, we can take a couple of boxes with deadly weapons to our inventory. We rise up the side stairs.

Deck... On the surface we fight with large insects "Vile Devil". We train them to participate in tactical battles. On the other side we find a boat with the surviving prisoners. The boy asks to save the rest of the prisoners, it is better to agree and go back downstairs.

Now, on the lower floor, all the characters have come to their senses. They fight insects on their own, and clearly show all the combat capabilities available in the game. Together with them we return to the boat, trying to escape. As a result, we lag behind the group, stay on the ship and escape on the wreckage.

2. Fort Joy

Fort Joy side quest selection menu:
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2.1. Coast (Fort Joy Breach)


We appear on the coast. We are wearing a magic collar. Shells are lying nearby, we collect them in order to sell them later. We can see the lying objects by pressing the "Alt" key. On the ruins on the right we find a strange boy Tam. We learn dialogues on it.

We go to the left along the coast, fight with two Viscous insects to learn how to fight. Further on the left we find pangolin red prince(The Red Prince), he could be our 2nd hero. This is a "tank" that fights well in close combat, has a large reserve of health and can attack with fire breath.

A little further south we are met by a black cat. You can talk to him only if we have a special magic skill. Otherwise, the cat will just run after us until we get out of this prison.

We climb to the central fragment of the bridge, we find a human corpse, nearby you can take a bed and a shovel... Using a sleeping bag allows you to set up camp and restore the health of the squad anywhere. You can dig up treasures in the ground with a shovel, but for this you first need to find them by a hero with a high "Attention" characteristic.


We go along the right rock, in it we find a cave, invisible because of the vegetation. We pass through it, we find ourselves in the location "Hidden Alcove" (Hidden Alcove). Here we find the character undead fein, near acid puddles. Ahead we see a waterfall, rainbows above it, and a chest that is missing manually. (You need to come back here later, having teleportation magic with you).

There are lianas behind the acid puddle. To remove acid from the path, we shoot at it from afar with any fire spell, arrow, wand. We climb the vines to the northern hill, at the top we find a hut and a couple of neutral people. We go higher, go to the beach, fight with the infected turtles of the 2nd level.


From the beach we go south to the fortress walls, two guards of the master come across, they go to inspect the wreckage of the ship from which we escaped. We approach the southern statue, near it we see a scene: Bishop Alexandar and the witch Dalls the Hammer kill the lizard girl, Master Atusa.

2.2. Ghetto (Fort Joy Getto)
Divinity 2. Walkthrough


We enter the fortress. Inside, you can talk to a lot of people, sometimes they give additional experience for this. In the upper left corner, the bandits offer to play cards, it is better to avoid this, for one bet you can lose all your accumulated things. To get rid of the bandits, we answer that we have nothing of value, and they will believe in our appearance.

Closer to the center of the fortress we find the second large statue. We saw the first one on the north beach. Now we can teleport between such statues. They are marked with blue swirls on the map.

On the right side is the locked part of the fortress, where the masters live. Until you get there.


Quest: Every Mother's Nightmare

In the western part of the fortress, Fara asks her missing daughter Erma to find us. Near the north gate, from a man named Jeth, we learn that Erma was not lost, but was killed long ago by monsters, Farah went mad from this. We tell Farah the whole truth, the quest ends.


Quest: Extortion (The Shakedown)

In the central square we see three bandits demanding something from the elf. Stands up for her man ifan ben mezd(Ifan Ben-Mezd). We can take part in the battle on either side.

Option 1. We help the bandits, kill Ifan, get a reward from Griff.

Option 2. Helping Ifan. After winning, he can immediately be added to our team. (We can find the elf a little later, in the southern cave. She will give us a reward for a choice of 4 things).


Quest: The Impresoned Elf

In the southwestern part of the fort we find the kitchen, where the leader of the bandits Griff is in command. The elf Amiro is trapped in a cage just below. After talking with Griff, we learn that the elf is locked up on suspicion of theft. A merchandise hidden in an orange was stolen. The bandit promises to let the elf go if we find the stolen one.

From the fortress we go south. We find the fishing camp in which the Stingtail lizard sleeps. (If you approach him with the Red Prince, they will fall asleep together to see prophetic dreams. If you approach him with the elf Sebilla, she will kill this lizard, because it was he who scarred her).

Option 1. In the first conversation of the Red Prince with Razortail, we forbid him to use druden, it was she who was stolen from Griff, we take it for ourselves.

Option 2. We approach any other hero, talk to the lizard, ask about the elf Amiro. At the end of the dialogue, we choose a way to successfully negotiate with the lizard. We choose the third line. The lizard gives away on a large orange.

We return to the fortress to Griff, we return the item. We can hide who the thief is, or we can tell you about Spiketail (you need to do this as a separate character so as not to spoil relations in the squadron). The rescued Amiro tells us how to get out of this island - a point appears on the southeastern beach. If you dig in this place, we will find an underground tunnel.

If we told about the thief Ridgeback, we quickly run back to him. He will be attacked by the female killer Shadow, we can protect the lizard from her. We receive gratitude from Ridgeback.


Quest: Arena of Fort Joy

To the right of the kitchen you can go down into the hatch, in the dungeon you can take part in a 4v4 training battle (this is a kind of in-game advertisement for the new multiplayer mode in Divinity: Original Sin 2). The defeat will not be fatal. To win, you need to have at least level 3. If we can win, we will get the status of arena champion.

Having the status of champion, we can approach the blacksmith Nebora in the northeastern part of the fort. Upon learning of our victory, she will remove the anti-magic collar from us. But you need to do this by pumping at least to the 5th level, because when they see us without a collar, all the masters on the way will start attacking us.

Gladiator(Gladiator)
Become the champion of the arena at Fort Joy.
To the right of the kitchen we go down into the hatch. In the arena, we are fighting with another team with a 4v4 hero.
Long-awaited freedom(Walk at Liberty)
Remove the collar.
Subject. In the underground arena of the fort, we defeat the opposing team. After that, on the surface, we approach the blacksmith Nebor. Or at the end of the chapter we meet the Ailment.

Quest: The Murderous Gheist

On the northern fortress wall, talk to Magister Yarrow. She gives the task to find Migo (Migo).

We find Migo outside the city in the southeast. This is a cannibal devouring dead people. He has the 4th level and it is dangerous to attack him.

Option 1 - kill Migo. You can kill him and having the 1st level with a team of 4 people. To do this, you need to attack him with acid to remove his strong armor, and then set the acid on fire with fire so that it explodes. But it is better not to risk it and attack him, having at least a 2nd hero level. After the victory, we take the ring and good armor from the enemy. We return to Master Arnica, tell about it, show the ring. It turns out that Migo is her father, who has gone mad from the Source. Arnica runs to the beach to mourn the body of the murdered.

Option 2 - we save Migo. If you come to a cannibal with an arnica flower, then you can agree on a good one. We exchange a flower for a ring. We take it to the master Arnica, she will come to the living Migo. We will get an achievement for this option.


Quest: Finding Emmy

From the city we go to the south beach. A couple of elves hunters are wandering here, we can talk to them. In the center you can find the dog Buddy. We speak to him, he will run back a little to the south and throw key Buddy "s Key... We ask the dog about the key, he talks about his friend Emmy, who was taken away by the inquisitors. We need to find her.


Nearby on the beach, a gnome heals a patient. We use the magic "Restoration" on the patient, as a reward we will receive from him the playing card "Golden Blossom". This is Griff's card, she always wins the game, we can ask him about that. With this card we go to the bandits in the north of the ghetto, agree to play, use the card. We answer the questions: "It doesn't matter where you took it, this card always wins." We take all the money as a prize.

South cave

At the bottom in the center there is an entrance to the cave (to see the entrance, turn the game camera to the south). Inside the cave there are a pair of lizards and an elf Elodie with two children. You can talk to the elf about the captive Amyro, who is in a cage in the fortress.

On the right there is a path into the depths of the cave, but it is lined with boxes and barricades. We can remove the barriers by attacking them (hold down Ctrl to attack neutral objects). In the depths of the cave you will have to fight three acid frogs. On the left we can teleport to the high balcony, where the chest is hidden. In the right corner in the water behind the boat there is also a chest, we can teleport it to ourselves. Elfika will thank you for clearing the cave.


Quest: Withermoore's Soul Jar

You can play hide and seek in the southern cave with one child. If we find him twice, he will tell us about his "friend". We go to the upper right corner, there is a hole to the lower level, but we cannot get through. The child prompts that there is a normal hatch in the ground nearby, we dig it out, we go down.

We fall into the Forgotten Cell. Here we meet the skeleton of Lord Withermoore. We take out of it spear of Brakk(good weapon with petrification effect). The lord asks to find his soul, hidden in the phylactery of Brakk in the fort's dungeon, in order to finally die normally. The lord talks about the secret lever on the teleportation statue in the city, which will help us get into the prison. We'll find this place later.


Quest: Teleport

At the western exit from the ghetto we will meet Gavin. He wants to talk to us alone, we are separated from the detachment. Gavin reveals the location of the teleportation gloves, but we can find them without him.

Having earned the 2nd or 3rd level, we can go to the upper left corner of the northern beach, where three crocodiles live. They can be showered with acid and fire, or immobilized by cold and stun, the main thing is not to let them close to the weak members of the squad. For the victory we will receive magic gloves Gloves of Teleportation that give the ability to teleport.

With gloves, new possibilities open up before us:

We can return to the east of the beach, teleport the chest near the rainbow and pick up its contents, there are 300 coins.

On the south beach in the cave, you can also teleport someone to the upper balcony to get unique items.

We return to the very beginning, to the northern shore, where the boy is standing. From here we teleport the satellite to the southern fragment of the bridge. You will need at least one more teleportation scroll to transfer the character with gloves to the same place. From the bridge we teleport the satellite to the hill on the right, there, at the dead end near the skeleton, we find a unique object Ancient sword.

The second time, Gavin will be waiting for us at the northern exit of the ghetto. He wants to teleport away to escape. We run after him to the northeastern cliff. At the request of the person, we teleport him down to the beach. He runs into the cave, but cannot go far. We can take from his body Gavin's mantle.

2.3. Fort Joy Prison
Divinity: Original Sin 2. All the secrets of the game


There are three ways to get out of the western part of the island, but they all lead through an underground prison:

1. We can follow Gavin, and also teleport from the north cliff down to the beach. We go one hero into the cave, the rest will move after us. We will find ourselves in the northwest cell of the prison.

2. In the quarter of the poor, we approach the statue - the control point, examine the ground to the right of it, find a hatch in the floor. We go down into the dungeon, there we find another statue. Press the lever from above, open the western gate to the prison.

3. We go to the southeastern beach, to the point indicated to us by the captive elf Amyro, we dig out the sand with a shovel, we find an underground tunnel. We use this path to get in and fully explore the underground tunnel.


Underground Tunnel

Fiery slugs are walking below, but they do not touch us. In the lower left corner we find a treasure in the ground, inside is a thief's blade. On the northern highlands, we can talk to the royal slug. It turns out that this is one of Brakk's ex-wives, whom he turned into a monster. We inform her that the tyrant Brakk died long ago, the slug will give us a note. In the upper right corner through the rift we enter the prison cell.


The chamber contains the Vasyna lizard. We break the wooden door (hold down Ctrl and press the left mouse button to attack the selected object), so we get into the prison corridor. In the next right cell lies the dying Verdas. The entrance to the upper right chamber is blocked up, but you can get there by teleportation, in this chamber on the skeleton we find a magic amulet, but it cannot be put on while the collars are on us. In the upper left chamber, the dwarf Tsillik is locked, who does not want to leave his place. There is an impenetrable door at the left exit.


Single camera

The lower left camera does not open just like that. It is meant for us. If any of the masters notices our offense, we will be jailed here. Inside the cell, you can find a teleportation scroll, and if you talk to a local rat, she will give us the master key, so we can get out of the prison.


In the right corridor we see how the masters kill one of their apostates. Here, in any case, you have to fight. There are 2 archers and 2 swordsmen against us, one of whom can summon a dog. The archers have good positions, so we retreat back into the corridor, hide behind the cages, wait for the archers to approach themselves. After defeating the chief in the squadron, we find key from the doors of the dungeon. We can heal the renegade Delorus, for this he will tell us the location of the boat on the upper level of the dungeon, and the password so that the guards of the boat do not attack us.

After going around all the corners of the dungeon, we go along the upper corridor, we get to the next floor of the prison.

Fort Joy Prison

There are many silent monks here, they do not attack us. In the northeast is the Houndmaster "s Room, where the dogs are kept. We use the key found on the previous floor. Talk to the dogs, find Emmy among them, tell her about Druzhka on the south beach, and the dogs will not attack us. If we release the dog , locked in a cage, she will attack us. To persuade the dog, you need the Persuasion 1+ skill. We pass into the northernmost room in the north, in it we find the key Elaborate cage key and a good crossbow.

In the south, there is an exit to an underground channel, there are two masters and a boy Khan. If we saved Delorus on the lower floor, we can say the passphrase, and they will not attack us. By boat, you can immediately get to the eastern side of the fort, and go out to the swamps without a fight. We move there to take the cat away, and immediately return.

Escape to all escapes(The Great Escape)
Escape from Fort Joy.
Subject. Go through the fort to the eastern part of the island in any way.
Cat in a poke(Cat "s Out of the Bag!)
Bring the black cat out of Fort Joy.
We will meet the cat on the coast, he will constantly follow us. We do not engage in difficult battles, at first we imperceptibly make our way to the eastern part of the island. There the cat will disappear, and the Red Prince will receive the Summon Cat spell.

On the right is the torture room of The Flenser's Playground. Here we have to fight the magician Kniles the Flenser. But you shouldn't be afraid of him, his pets are more terrible - three bloody golems in cages. We shoot the golems first of all, even before they escape from cells. Close they inflict a lot of blows, it is better not to admit them to themselves, slowing down or teleporting them away. After the victory we can take away from the magician two excellent thief blades. In the upper right corner we find the escaped girl Trice, we release her through the eastern tunnel.


Quest: A Jug of Withermoor's Souls (Completion)

We go to the upper left corner of the 2nd prison floor. There is an exit to the left and a staircase to the top. Between them in the corner there is a stone curbstone, we move it away by pressing the lever on the left, under the curbstone we find a hatch in the floor, we go down into the secret.

The Ancient Passage contains an ancient ancestral tomb. There are two acid traps at the entrance, we can neutralize them by placing vases or other objects on top of them. There are 5 urns with ashes in the main hall. The rest of the urns either summon skeletons, or freeze the floor, or explode. To complete the task, we need to break only the far left with the inscription "Withermoore the Supplicant". We can either break the vase and free the spirit, or we can keep it to ourselves. (If we return to the lord, take from him unique belt).

On the hill on the left we examine the statue of Brakk. If we have a perception of 18, the scratch interaction option appears. After that we pick up the item Tyrant's Leggings... Having cleaned everything, we rise back to the prison.


The left exit from the prison leads to the inner courtyard of the fort, the upper path leads to the building of the fort itself, and the inconspicuous path to the right in the torture chamber leads to the forest to the right of the fort. First, we will clean up the fort, for this we go to the left doors. Now all the masters in the fort will be against us.

2.4. Fort (Fort Joy)
Divinity: Original Sin 2. How to get through


We leave into the courtyard on the left. We found ourselves behind a lattice gate that could be seen from the poor's quarter. We fight with the guards. We can climb to the second floor, lower the stairs from there, and enter the private rooms of the masters.


Halls of Orivand (Orivand "s Chambers)

Good weapons can be found in private rooms. Large paintings can be removed from the walls and sold to merchants. It is better not to enter the central large room yet, there are strong enemies.


We go down, through the prison we go to the north, we leave in the northern room of the fort. There are 5 normal enemies on the outside outside, they have surrounded the paladin Cork. We save the paladin, we find out that he came with a check, and the main order is not aware of what atrocities are taking place on the island.

On the right in front of the gate, we can turn the wheel to lower the drawbridge and open the eastern path. Behind the bridge, a little higher is the port, there are 5 more masters.


Hall of Penitence

Having cleaned everything around, we go to the central hall of the fort. There are 5 masters, one of whom is the Chief Justice Orivand with a huge hammer. First, we see how the masters extract the magic of the source from the prisoner, from the person we get the dumb zombies that we saw in the prison. After that, we enter the battle.

It is best to start the attack from the left side room in order to immediately attack the referee. The referee can move quickly and kills with just two hits. He needs to be constantly immobilized, frozen, knocked down, so that he cannot hit us. We beat the rest according to the residual principle.

2.5. The Hollow Marshes
Divinity Original Sin 2. Wiki


After clearing the fort, we go east - to the forest swamps. On the lower path through the forest, strange bulbous mushrooms grow. There is a chest inside the circle of mushrooms, it cannot be examined, it is a trap. The bulbs spread dangerous elemental magic around them, they cannot be destroyed, but they can be forced to curl up and not interfere. To do this, we attack the bulb with the same element that it spreads, and it will close.

In order to still take this chest, without having elemental spells, we do the following: we leave the entire squad nearby, separate one hero from it, take the contents of the chest with this hero, the mushrooms are activated and spray poison, fire and lightning, after that we teleport the hero to a safe place by the squad ...

On the central path on the destroyed stone road, there is a monument - a control point. Next to the merchant is the skeleton Zaleskar with a cart, you can buy magic armor from him, but so far this is an expensive pleasure for us.


North coast

On the northern path, we walk along the coast. On a sandy peninsula with a small rock, we find the witch Vindego (level 5), who sank our ship. It is a powerful enemy, but it can be defeated by numbers. After the victory, we take away from her magic mask allowing you to transform into any race. Our undead character Fane needs a mask.

Nearby, on the white sand, we find a buried treasure. A little further we see a tower with electric magic inside. We can teleport one of the characters there, and pick up a unique item from the body of the lizard Lorenzo Tyrant's boots.

From the shore, the path leads down, there in a narrow gorge we fight with 3 skeletons. Slightly lower in the same gorge there are 2 more half-dead enemies.


Quest: Most Dangerous When Cornered

To the north of the destroyed bridge we climb a hill. We find a paladin named Tarlin, he warns that a Screaming person is hanging on a pillar ahead, immediately killing anyone who approaches. Such a deadly enemy is protecting something important. It can be bypassed from above, climbing the vines, or bypassing from the south, and entering the ruins from the other side.

In the burning ruins, we first fight with 4 masters. We rise to the next hall, there are 4 more masters fighting with paladin Gareth(Gareth). The ally needs to constantly help, teleporting unnecessary enemies from him. After the victory, the knight will thank us and flee to his secret camp in the south.


Quest: Armory

In the northern ruins, there is a basement door between the main staircases. We fall into the Dilapidated ruins, leading to the armory of Brakk. In the hall, we notice many dead masters, among them the surviving Magister Sang. He tells that the armory is cursed, they all contracted decay. We can promise Sang we'll find a cure for him.

(We return here, having visited the Dark Cave and received the "Blessing" spell. In the upper right corner there is a fountain of the source with infinite magic. The spell for some reason does not heal Sang. We use the blessing on the lever, only after that we press it, and the door will open. take the item from the altar to the room Tainted Tyrant's Helm If you use Brakk's helmet several times, the demon Kryr the Ashbringer will appear from it (level 7).


At the end of the central road we see a broken wagon, dead masters and a bear. Only Master Lok survived, having lost his sight. We can talk to him, but even blind, he will try to kill us. A little higher on the hill we find a bear cub, we tell that his mother, a bear, someone killed when attacking a cart.


Quest: Flaming Pigs

We go south through the central swamps. Further on the way there will be a burnt village, along which flaming pigs are running. If we know how to talk with animals, we can find out that these are enchanted people. There are traps on the wooden bridge, and then there are acid puddles. Poison on contact with fire causes an explosion, so it is dangerous here. It is better to use the rain spell here (you can buy from the blue lizard in the poor quarter) or wait until the pigs themselves clear all the traps.

(You can remove the effect of "necro-flame" from pigs only with the source magic “Blessing.” To obtain magic, you need to remove the collar from the blacksmith Nebora in the fort, in the south in the Dark Cave, find a special statue, collect the source energy from the glowing liquid on the ground).

When we heal one of the pigs, the undead lizard Scapor will jump out of the swamp (lvl 5). He oversees the execution of the curse. We fight with him, we take away a unique item from him Torch of Brakka... After that, we can heal the remaining pigs.

(A little later, we meet one of the pigs named Feder at the northern entrance to Dragon Beach. She thanks us, says that she used to be a sorceress. To return her human form, we send her to the Sanctuary of Amadia, we meet there, prompt her to jump into the sacred pond. this pond needs to be activated by talking with Amadia, she will turn the water into blessed steam. Feder will become a human again, we get a reward, and can trade with her).


Central ruins

In the center of the forest there are ancient ruins containing barrels of oil. When we get closer, a dozen "Vile Devil" cockroaches will attack us in turn (eq. 4). By themselves, they are weak, but after their death, infected blood is sprayed. This is a new and very dangerous kind of element. If we run out of physical armor, and we enter this blood, then we get the disease "decomposition" for a couple of moves. Under the influence of decomposition, any treatment will, on the contrary, take away health. You can only safely restore physical or magical armor.

At the end of the central path, there is a large detachment of enemies: a 6th level monster "Moloch of the Void", with him skeletal archers, warriors, two different magicians. It is better to kill this monster in the penultimate turn, before the last boss on the island. In the meantime, we go around this place along the southern path.


South coast

In the eastern part of the forest, you can go to the southern coast. The path is blocked by 3 Void Salamanders (6 levels). By themselves, they are not dangerous, but their blood is contaminated, and after the death of the first enemy it will be much more difficult. Here you need to have at least 5, 6 level characters. It is best to occupy a hill in front of the sandy beach with archers and magicians, where they will have an advantage.

On a separate island, under the remains of the ship, there are many hidden traps and buried treasure between them.


Sanctuary of Amadia

To the bottom left of the salamanders on a high rock we see the lizard Bahara, we communicate with him. If we saved the boy Khan or the leader Gareth, or we have a character with the tag "mystic", then the lizard will throw off a ladder of vines for us, and we can climb up. If there is a Red Prince lizard in our squad, he will talk to the dreamer Bahara.

There are several knights in the camp, including the paladin Gareth, whom we helped in the battle in the northern ruins. There are many specialists from whom you can buy new skills.


Quest: Healing Touch

In the northern part of the Allied camp there are 3 wounded. They are looked after by the cook Simona. We treat all of them with various healing spells, from each we receive gratitude. At the end, Simona will present you with 1 of 4 items to choose from.


Quest: Eternal admirer

In the southern part of the camp there is a pond with a statue - a control point. (Be careful, because of the wrong phrase in front of the statue, you can spoil relations with allies, and a fight will start). Near the statue we communicate with the priestess Gratian, we receive a quest. The masked girl will tell you about the secret cave to the right of the shelter, which contains the jugs of souls.

(When we return to Gratian, after visiting the cave, we will find out the truth. Before us is Brakka's mistress, who endowed him with the power of the Source. Now she is working to atone for her mistake. Having broken the jug of souls with her name, we will free her from the curse).

Dark Cavern

Quest: Treasury of King Brakk

On the beach with salamanders, we go to the lower right corner of the coast, we find a cave hidden behind a blue illusion, we go inside. In the cave we are met by the undead Trickster (Trompboy) and warned of the difficulties ahead. There are many illusions here. If you hit the boxes, they will freeze us. There is a dead end ahead, but the river can be crossed along the waterfall, here is an invisible bridge appearing under your feet. In a wide cave we fight three enemies.

Mysterious room. Further there is a hall with many doors, behind each of them are traps. To get through, you need to talk to the statue in the center. The statue will ask two riddles, both associated with letters. First, she says the word in large letters, deciphers each letter, and then says one more word, and we have to decipher it - we just substitute the necessary words from the first deciphering.

Madman's Enclave. Before us is a small labyrinth of islets and invisible bridges. Here you need to fight Trompboy himself and his illusions. It is enough to teleport him to your island and attack with melee. For the killed Trickster we get the item " Cursed ring» ( The cursed Ring).

(If we put on this ring, the hero will fall under a curse that slightly increases the characteristics, but poisonous blood. Infected blood will be dangerous to other companions, so in battle the damned must be kept away from the detachment and elemental surfaces).

Passing forward, we find ourselves in the treasury. There are mountains of gold Tyrant's Heart armor and 5 urns with ashes... We cannot use the urns on ourselves, just break them. All 5 pitchers of souls kill Brakk's assistants, freeing them from the curse of eternal life in the form of undead. Better to take the jugs with you and break them right in front of the respective characters. The 1st urn kills the Trickster, the 2nd - the girl Gratianu in the southern hideout, 3 more urns kill 3 skeletons in the building behind the labyrinth.

Quest: Champion of the Gods

We pass even further to the statue of the decapitated angel. Having touched the statue, our main character will enter the spirit world "Halls of Echo". Here we will have a meeting with our God (each race has its own patron God). This is his voice we heard a couple of times in difficult situations. He calls us the chosen one to fight the Void, and teaches us new things the source spell - "Blessing"(removes diseases "decomposition", "necro-flame" and other strong curses).

In the corridor we press the lever, through the opened door we leave to the beginning, along the river we go to the surface.

2.6. East coast
Divinity: Original Sin 2. Video Walkthrough


On the path to the north of the beach with salamanders, we examine the right slope, on it we find vines, along which we climb to the upper plateau. Along the vines on the right, you can go down to the eastern bank, or you can go south - into the labyrinth.


Quest: The Gargoyle's Maze

On the upper plateau we find the entrance to the labyrinth. Here, stone gargoyles communicate with us. The labyrinth is small, but there are many doors in it, which it is not clear how to open.

Here you need to divide the squad into single characters, for this we grab the image of the hero on the left side of the screen, drag him to the right side so that the chains break, let him go, he will walk separately.

1 room. We put a barrel or one hero on a stone pressure plate, from this next on the pedestal will appear 1st yellow skull(Crumbling Skull), take it as another hero. The skull can open any 1 locked door. We open the door on the left.

2 room. We find a hatch in the floor, through it we move upstairs. You will need 3 characters here. There are many button traps on the way that look like flat stones, and after pressing a fireball they shoot at us. We put the hero on the first plate to open the blue doors. The second hero is to click on the plate in the next room. Take the third hero 2nd skull... We open the doors on the right, leading to the building.

The quest is complete, the gargoyle on the inner building rewards us with an item of our choice. But you can open the rest of the maze. We go around the building, to the left and to the right of it we find skeletons, they have 3rd and 4th skull... Use one skull to open the door to the center of the labyrinth, but don't go in yet.

3 room. By teleportation through the gratings we can get into a room with statues shooting fireballs. We will find good items in the chest.

4 room. We can return to the beginning of the maze and open the door to the right room. It has a portal on a hill. On the left in the bushes, we press the ground button, from this a staircase will appear to the portal, we enter there with another hero. Inside the fiery cave "Kingdom of Orobas" by teleportation we can reach the neighboring islets and collect several items. We return to the labyrinth. With the same teleportation, we can penetrate the next grate, there, on a hill, we press the pressure panel, from this it will appear on the curbstone 5th skull... We can open any door for them.

With the whole squad we get to the central platform of the labyrinth, here we have to fight with 3 fiery skeletons. You cannot attack them with fire, they heal from it. You need to use spells of water or cold. On one side there is a puddle of water, for safety it is better to stay near it.

After the victory, we inspect the center, there burning historian(The Historian), who was cursed with necro-flame. To extinguish the historian, we use the Blood Rain spell, and then we use the Source spell “Blessing” on the spilled blood.

Tower of King Brakk

Quest: A Fate Worse than Death

Inside the building, behind the labyrinth, we find three necromancers sitting at the table - Tasmin, Gwick, Rusk. You can talk peacefully with them if you have a persuasion skill of at least level 2. These are the three generals of Brack, whom he cursed. From them we learn that their jugs of souls are hidden in the Dark Dungeon.

We visit the dungeon, return, break three jugs, and the skeletons will crumble in front of us. We find on one of the skeletons key(Filthy Iron Key), open big double doors for them.


In the next room, in the recess, there is a button that opens the doors and turns on the fireballs. Ordinary boxes burn out quickly, you need to take a metal box from the next locked room. We teleport one hero to the left locked room, on the left in the wall there is a sewer hatch, through it we get into the secret library, in it, by pressing the lever, we open the doors near the box. We return, move the box to the button.

On the right you can examine the alchemy room, where you can also fight the zombies in the cage. Further in the main hall we pass through the opened doors. There are many traps under the arch. We take key in the left room, open the door.

Ahead is a gate, closed by a magic field. You just can't open them. If we have freed the soul of Lord Withermoor, then now he will appear and open the way for us. Outside the gate we find the tomb of Brakk and his wife, examine all the chests, collect valuable things, including Tyrant's Gloves.

On the right, there is an exit to a dead-end cave. There we find a well, a voice from it asks for water. We conjure rain over the well, after that it will be possible to talk to him. We can throw up to 150 coins and get a random item in exchange.


Quest: Treasures of the Tyrant

By this time, we should have already assembled a complete set of Brakk's equipment. If worn separately, they will have serious negative effects. If you put on the whole set, the curses of things will disappear. The location of all unique items:

Tyrant's Heart - Dark Cave;

Tyrant's Leggings - Lord Withermoor's Jug of Souls;

Tyrant's Boots - In the echoing swamps on the north bank, in the tower;

Tyrant's Corrupted Helm - Armory;

Tyrant's Gloves - Brakk's Tower, tomb;

Brack's Spear - Lord Withermoor

Torch Brakka - enchanted pigs;

Cursed Ring of Brakk - Dark Cave.

Dragon beach

Quest: The Purged Dragon

From a high plateau with a labyrinth, we go down to the right along the vines. On a snowy beach sits a huge Slane The Winter Dragon (Lv. 9). He is chained to poles, and therefore not dangerous. We destroy two pillars with chains, after that you can talk to him. The dragon will say that he was bewitched by a local witch, and to get out, he needs her staff Purging Wand to Slane.

We pass along the coast to the south under a rocky arch. At the dead end we find a rock in the form of a skull, we enter it. In the cave, we see barrels of oil along the edges, acid traps in the center and many traps. Traps disappear when approached, but these are not illusions, but magical protection from mine clearance. We plug gas traps by placing barrels and boxes on them. We can step into traps with the healthiest character, and then quickly heal him. After that, we can go on.

In the depths of the cave we meet the witch Radeka (Radeka the Witch, level 6). Here she grows special bloody roses that grow from the remains of people. We enter the battle, the witch will call 3 scavenger beetles and 3 zombies to help. Here the enemies have a great tactical advantage, so it is better to start the battle like this: we leave the heroes in a narrow aisle, approach with only one hero, better a thief, talk to the witch, and after the start of the battle we quickly move back to the companions. We hold the defense at the exit from the cave hall. Radek will stand on a distant cliff for several moves, during this time we will have to stay away from her and kill small enemies. The beetles are for themselves, and can even attack the witch if we move away.

In battle, the witch causes a bloody rain, and then passes an electric current through the bloody puddles, this stuns the heroes for several turns. She will also definitely charm one of the heroes for two turns, and he will fight on her side. You need to take with you more stunning weapons (stunning arrows from archers, a blow to the ground from geomancers) in order not to allow the witch to conjure, and to immobilize the enchanted ally. It is also worth taking with you a few scrolls of resurrection, the battle will not be easy. All this will allow us to win.

We return to the eastern beach. Give the dragon Purging Wand to Slane, taken from the body of the witch. The dragon will turn into a lizard, thank us, and then disappear. (You can fight with a dragon, we will get an achievement for this, but it is quite difficult even on normal difficulty).


Abandoned camp

Quest: Call to Arms

From the dragon we climb the rocks to the right. We meet the druid Immit (Ymmit), he talks in detail about the howling on the crosses. They can be killed with special wands that drain the magic of the Source from creatures. Having searched the entire island, we can find 4 of these wands. Each wand has 4 charges, after which you need to recharge at the sanctuary of Amadia near Gratian.

If earlier we helped the knight Gareth, and visited his refuge in the south, now he will set up a camp on a hill in front of the city, and several of his knights assistants will also be here. We speak with Gareth, find out his plan, confer with all the members of the group, and answer with consent, but do not start the assault yet.

On the right, on the highest rock, we will find a lonely hunter, Master Ames. All approaches to it are mined. He himself is not dangerous, and he has nothing of interest.

Before starting the assault, we need to eliminate the howling. From afar we apply on them the spell contained in the wands. 2 howling right on the road, 3 more in the side room. (If we do not have the wands, then right during the assault of the howling, it can destroy the Winter Dragon, if we freed it).

On the right, we can teleport to a separate island, where we find useful things in the chest. On the left there is the same island with boxes where you can teleport, but there is nothing interesting there.


Boss: Alexander

We agree with Gareth about the beginning of the assault. We can take two of his warriors with us. His squad will go down the left path, and begin to capture the ship. We need to go along the central road to the pier.

On the northern pier we see Bishop Alexander. He stands in front of the boats, and is about to leave the island, but enters into battle with us. There are several enemies of the 8th level against us: Alexander himself, Geist's assistant, 4 masters (warrior, archer, magician, thief). The fight is very difficult, even if we have accumulated the 7th level, we take several resurrection scrolls with us.

We only need to hold out for the first 2 moves. After that, a huge Void Worm will appear from the ground, and the masters will begin to attack it. No need to be distracted by the worm, Alexander is much more dangerous, we continue to beat him. The worm appears only from the ground below, so it is better to climb up the hill and attack from there.


After the victory, the witch elf Ailment appears, she asks which of the gods we communicated with and what spell we received. She is the chosen one of another god, and now she will stick with us. The disease invites us to the captured ship. We can refuse, and finish all left Additional tasks... When we agree, the chapter will end, and it will be impossible to return.

3. Awakened

3.1. Ship "Lady Revenge"
Divinity: Original Sin 2. Walkthrough


Quest: Lady of the Seas

On the ship there were many killed during the assault. We speak with Gareth and Illness, it turns out that the ship is alive, it is built of a special tree. To start sailing, you need to negotiate with the ship.

Upper deck... We go down into the hold. The companions have gone about their business, but they can be reassembled by walking on all decks. Here we find half of them, we go down even lower.

Lower deck... On the bow of the ship is a cage in which the crippled but surviving Bishop Alexander is imprisoned. In the center of the floor there is a magic mirror, where we can change the appearance of the character and his basic characteristics. There are special doors on the back of the ship that you can communicate with.

To open the doors, we find soggy diary, it contains the password "Persistence". We demand to let us into the cage to Alexander, we examine the body, we find on his clothes hexagonal stone... We return to the door, use the hexagon and the password.

Dallis cabin... In a locked cabin we find a craftsman named Tarkin. He says that he was a prisoner of the witch Dallis. We can trust him and keep him alive. You can buy a lot of things from him.

We examine the bed, to the right of it there is a pressure plate. After pressing, one of the cabinets moves, with the other hero we press the button behind this cabinet. A lattice door will open to a room with valuables.

On a large table near Tarkin we find teleportation pyramid... We use it, and instantly we will be transported to the secret room. We fight with two geists of the 8th level. After the victory we find book with songs.

We return to the surface, activate a living dragon sculpture on the bow of the ship, sing a song from a book, and the ship will obey us. We can talk to the ship normally, or declare it our slave to get the achievement. We speak with Illness, she says that you need to go to Driftwood to meet with Maester Siwa.


The open sea

On the way, we are attacked by the ship Dallis, along with her a mysterious figure in a cloak. Enemy leaders themselves do not participate in combat, but cast spells. There are 2 geistas, 3 masters and 2 bloodhounds against us. The forces are not equal, it will not be possible to win, we only need to protect the Ailment for 5 turns, while it casts a global spell.

The most dangerous are only 2 geist, they inflict severe physical damage, and can often teleport directly to Ailment. We quickly remove either physical or magic armor from them, and after that we apply various slowing spells (throwing a stone, hitting the ground, freezing, mutilation, sleep, stunning arrow). Ordinary masters can also quickly jump or move to the Ailment, but only once, after that we can teleport them or the Ailment itself somewhere far away. We constantly apply healing spells, stone skin, magic protection to the sorceress. This will allow her to live 5 turns.

(If during the battle we do not kill a single enemy, we will get the achievement. If we manage to kill all the attackers on easy difficulty, we will get another achievement).

Free waves(Seascape)
Survive Dallis' siege on Lady Revenge without killing all enemies.
It is quite difficult to kill at least someone in this battle, so we will get it almost automatically.
Thug(Swashbuckler)
Survive Dallis' siege on Lady Revenge by killing all enemies.
There is only a chance to complete easy level difficulty and well prepared for this fight.



Quest: Into the Halls of Echo

We appear in the palaces, we see that all the patron gods are tied and suspended from the tree of emptiness. There are 7 gods in total: Zorl-Stissa - the God of the lizards, Tyr-Zendelius - the God of the elves, Dune - the God of the Dwarves, Vrogir - the God of the orcs, Zantezza - the Goddess of demons, Amadia - the Goddess of wizards, Ralik - the God of people. We collect the magic of the source, go to the god of our race, and impose "Blessing" on him. God says that they are consumed by emptiness, and you need to hurry to save them.

We regain consciousness. The Ailment spell transported our entire ship to another world. We go down to the lower deck, we communicate with the sorceress. We return to real world and swim to the destination.

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Divinity: Original Sin 2 is a deep, epic, mature and clever classic RPG in a beautiful package with freedom of action available only to a select few of the genre.
Most old-school RPGs tend to favor isometric, which loses out the fine environmental details that partly create the atmosphere. Here, the authors created a completely three-dimensional world with a free camera capable of showing an entire floor of the mansion, hidden objects in the cracks on the wall or graceful patterns on armor from any angle.

The system requirements for such features are quite impressive. Therefore, to play Divinity: Original Sin 2 without brakes and get the most of the visual pleasure, you need an above-average PC. Recommended system requirements:

  • System: Windows 7 SP1 64-bit or higher;
  • Processor: Intel Core i7 or better
  • RAM: 8 GB or more;
  • Video card: GeForce GTX 770 or Radeon R9 280;
  • DirectX: Version 11;
  • Space: 35 GB.

About the game

Divinity: Original Sin 1 and 2 untie the hands of players as much as possible, encouraging freedom of action and ingenuity with quests, rare equipment and achievements. A full first playthrough can take 100 hours even on average difficulty. And when you consider the mods that open up new possibilities and the hardcore mode, adventure can eat over 200 hours. It is much more difficult to kill the enemy, because the enemy has grown wiser and fully uses the tactical arsenal.

At the "Tactics" or "Valor" level, sometimes you think about trainers and codes, because the enemies begin to cast such combinations of skills that a pile of ash remains from the squad of the beginning player. Fun fact - on the day of the release of the second part, the creators did not have time to release the Russian localization, but two weeks later a patch came out and no crack is needed anymore.

Plot

Lucian the Divine is dead and the Fiends of the Nether have burst into Rivellon. The sorcerers and the magic of the Source are blamed for everything. The Magisters of the Divine Order fanatically pursue mages throughout Rivellon. Prison and forced cleansing awaits the captured sorcerers, during which the magicians lose their power together with their own personality and turn into silent zombies.

The main character is one of the mages of the Source, captured by the order. The adventure begins on a ship heading to the ironically named Fort Joy Island prison.

Allies

Companions accompany the character on his travels. At the same time, the game allows you to travel alone with talents that increase action points. But the cost of loneliness is high, as the quests of the companions and the comments of the party members disappear.

Companions differ in race, character, and personal history. You can customize classes and create your own character, or play as a ready-made character with a story:

  • Lowse;
  • Beast;
  • Fein;
  • Ifan ben Mezd;
  • Red Prince;
  • Sibylla.

During the wanderings, there are other allies, for example, Gareth or Tarkin, as well as sworn opponents. In dvinity original there is no clear division into good and evil, so friends can become rivals, and enemies can become new allies.

Craft

Crafting is an interesting feature. Hundreds of reference books, travel guides and books, including recipes, are hidden in Rivellon. Many recipes can only be learned empirically. To create some things or a special rune, you need ingenuity, perseverance or a wiki. For example, through trial and error, you can connect boots and nails. In such boots, the character will never slip on an icy surface.

There are several hundred different recipes, so you never know which ingredient might come in handy. Even from an inconspicuous plant, ordinary water and a metal spoon, a solid rune can be crafted.

Skills and magic

Pumping in divinity is a separate topic. Only a video guide or great guide by class, since there are 10 types of skills alone:

  • Warfare;
  • Hunting skill;
  • The art of murder;
  • Pyrokinetics;
  • Hydrosophistika;
  • Aerotheurgy;
  • Geomancy;
  • Necromancy;
  • Invocation;
  • Transformation.

You can upgrade any skills, the main thing is that there are enough free points. When studying each spell or skill (excluding eating corpses, legendary artifacts), an original skill book is required.

In addition to the 10 specified types, there are unique combined skills with the magic of two spells, as well as deadly skills for source points. There are a lot of crafting options, but they are all collected in any game wiki.

Divinity: Original Sin 2 has over 150 side objectives, divided into seven episodes. The first playthrough can be difficult, since you can accidentally miss something or get confused when solving the next puzzle. We invite you to watch an overview of the most interesting and difficult tasks. To facilitate the search for NPCs, locations or things, see the X and Y coordinates (mini map).

Chapter 2

Here we have to face the order, recruit party members, figure out how to remove the collar, and escape to the mainland in the eastern part of the Reaper's Eye.

One of the first interesting places in Divinity: Original Sin 2 is the arena of Fort Joy. In a dialogue with Nebora (212, 135), we display information about the underground arena. We find a hatch in the kitchen floor (215, 131), talk to Tola Shypasta and call a group of enemies into battle. After the victory, you can ask Nebora to remove the collar from the main character. Be careful! If the overseers see a prisoner without a collar, they will have questions.

Tyrant artifacts

During your wanderings, you can get a rare set of armor, consisting of five fragments with a good amount of armor. The equipment is cursed and put on at the same time to avoid the curse. The search begins with a statue in the Ancient Passage (15 perception points). After the monologue with the stone figure, we take the first fragment that is included in the tyrant's set - the leggings "Tyrant's step". The helmet is hidden in the king's sanctuary in the ruins of the castle where Gareth first meets. Gloves can be taken from the sarcophagus in the king's tower. "Tyrant's boots" are kept in the tower near the meeting with the maddened sorceress (378, 248). The "Tyrant's Heart" armor is kept in the treasury of King Brakk.

Geist killer

At Fort Joy, Arnica lost her father, Migo. Lost Mego wanders the southeast coast. Grab an arnica flower ahead of time to bring Migo to his senses. As a reward, Migo will give a ring, which should be given to Arnica, and then run with Arnica to Migo. Upon surrender, we will receive an achievement.

Withermoor Soul Pitcher

In the caves in the south, there is an underground manhole covered with sand. Go down to the hole and chat with Lord Withermoor. It takes 12 strength to get the spear from the lord's chest. He will pray for the liberation of the soul. Look for the Withermoor Soul Jug in the Ancient Passage. Use the trapdoor on the floor next to the temple in the fort square and go down to the prison. Find the secret lever that opens the road to the Ancient Passage, break the second jug on the left.

Gargoyle Labyrinth

To enter the Brakka Tower, you need to go through an intricate labyrinth. Inside there are many doors that open with skulls. Use the teleportation and find six skulls or show the gargoyle "Brakk's Ring", then you will immediately be transported to the tower, bypassing the maze. However, then you will not see the undead being burned by the cursed fire. You need to know how to extinguish the historian, because the usual methods are useless. To save the poor fellow from suffering, use the Blood Rain skill and bless the undead.

Sourceless Dragon

A dragon captured by the sorceress Radek lives on the right side of the island. Break the shackles with chains and promise the dragon to return a small staff - the rod of deliverance, with the help of which the sorceress was deprived of her power. Go to the dragon's mistress and take the rod of deliverance. By the way, this is the only place where a rare rose grows, so do not forget to grab the find. Give the rod to the prisoner and in gratitude he will kill the screaming during the escape.

Flaming pigs

In the east, screeching burning pigs run, which cannot be extinguished. Use the blessing to dispel the curse and defeat or convince the Keeper of Scapor. Run to Dragon Beach from the top side and meet Feder the Pig. Run along with Feder to the Sanctuary of Amadia and invite the pig to plunge into the healing water to remove the curse.

Treasury of King Brakk

On the west coast, near the crocodiles, read the journal of Majilla's corpse and go to find the treasures of King Brakk in the east. Here are kept jugs with cursed souls for stories Fate worse than death and Eternal admirer. Take the pitchers with you for later use. After the victory, we take the Cursed Trickster Ring. If you put on a cursed ring, you will have to remove the curse - for this, remove the ring and bless.

Mother's terrible dream

Desperate mother Farrah (180, 188) searches for her lost daughter Erma. Talk to Farrah and then Jet. After the dialogue with Jet, contact Erma again and complete the search.

Chapter 4

Upon arrival, you will be taken to the shore of the Reaper's Coast. You will meet your god, visit a lot of interesting places and take on the plot of the Sharp Awakening. This is the largest location, so we recommend staying longer on the coast. Having stepped ashore, immediately finish off the dying shark (450, -46) and take away the remains of the child. Later in the city, find Ben's child and tell about the death of a friend, complete the goal of Hide and Seek.

Driftwood Arena

Under the tavern there is a fighting arena with difficult fights blindfolded and with the reigning champion Murga. Win two victories and you will be rewarded with a Treasure Key. Collect treasures and don't forget the Key of the Chosen One. The key will come in handy in Episode 5, when you encounter the Academy and the Test Site quest. Also nearby is Dorothea the Luxurious, activating the Web of Carnal Desires mission. As a reward, you can get the unique Spider Kiss talent.

ugly duck

To the south of the city walls lives an ugly sick duckling, which is actually a phoenix. Apply the fire skill on the duckling and take the trophy - the phoenix egg. It can be sold or eaten by learning the Flight of the Phoenix spell.

Law of the Order

In the city, talk to Raymond and Julian at the Brighton Barnes fish store. The Shipbreaker Cave contains a letter from the Queen of the Dwarfs. Give the letter to Julian or Lohar. If you give the letter to the masters, you will have to fight Lohar.

When to count chickens

On the Reaper's Coast you will encounter chickens. When to count chickens - a task that will give a chicken Big Margin. Conversation requires a talent for communicating with animals. Go after the missing chicks and return the remaining egg to Big Margin. After a while, return to the chicken coop, where you will be greeted by a squeak (chicken from a rescued egg). Thanks to spiritualism, find out from Big Marge where the hen's father is the Magic Rooster (437, 304). Take the chicken to your father and fight the fiends of darkness, which the chicken will turn into.

Window of Opportunities

In the Monastery Forest you will face Hannag fighting the Masters. If you help her and convince her to teach the power of the gods, she will give out the goal on her last legs, in which you will go to the Black Mines and save the apprentice Guidane. On the way to the mine, visit Gareth and start the goal of Bury the Past, in which you will have to deal with Jonathan. Check out the paladin outpost along the way and begin the adventure Dark Deeds in the Black Mines with Tom Hardwin.

Be careful in the south of the Monastery Forest, as Alice Alisson lives there. The fight with her is extremely difficult, but for defeating the evil sorceress you will get rare items for the quest Bestial Treatment. In the west of the Monastic Forest lives a trader named Eitne (167, 222). Combine the book of necromancy and pyrokinetics and sell the combined spell to the merchant. To complete, visit the remains of Eitne at the Churchyard (566, 130).

Slightly west of the undead merchant, you can start the passage of the unusual quest Three Altars. The Weeping Abomination guards the first sanctuary (115, 269). Kill the wolf demon and read the prayer at the shrine, activating the task. Find three altars at coordinates:

  • 115, 269;
  • 414, 301;
  • 482, 260.

Dangerous to yourself and others

Gregorius Swann lives in a house northeast of the Churchyard. You need a scientist tag to cure a girl. Fight demons and don't kill Natalie. Carry out the operation through a dialogue with the girl and sequentially select:

Visit Jaan to the east of the Monastery Forest and take on a mission to kill a dangerous demon. We recommend completing all the quests on the dangerous Blood Moon Island, because there are a lot of them here! Study in advance by reading the book from Jaan's house, The Decorated Hymnbook, and heading to Bloodmoon Island after the demon.

You can get through the deadly fog through the ferryman in the north of the Monastery Forest or through the destroyed bridge in the northeast of Jaan. A dangerous demon dwells here, which will help develop power if you undertake to complete the additional sub-task The Lawyer. Go to the ancestor tree and fight the fanatical necromancers. Return to the demon and finish him off to complete the goal.

When you learn about the necromancers who tried to get through the fog of death, the Mystery of the Blood Moon Island task will appear. Head east, where you will find a trapdoor (requires high perception) that you can go down to and find the archive. Search the archive, find out the name of the ancestor tree, and start the Exalting Deception, Bound in Pain, and Silent plots. Leave the archive and head south to find an ancient forge. Here you can create a Silver Lever from Silver Bars. The lever will come in handy for the Forgotten and Damned, during which you will visit three vaults under the sculptures.

Missing Masters

Visit Carver near the city prison and investigate the disappearance of members of the order. Go to the Black Bull tavern and find out the details from the elf at the entrance. Learn about the assassin from Harrick's ghost and collect the victim's ring from the kitchen under the floorboards (high perception required). Show the find to the cook and fight with her. Report successful investigation to Carver.

The tavern has many things to do at once. On the second floor, find Captain Ableweather and seek out the spirit around her through spiritualism so that you will not fill the grief. Convince the spirit to leave Ableweather and find out from the captain the location of the sunken treasure ship. A man with a mysterious chest is sleeping next to Ableweather's room. Talk to him and start the Sleeping Adventurer mission, for which you need to open a talking chest.

If the squad has a red lizard prince, order "Druftwood Exotic" from Lovrik and go up to the second floor, starting the mini-adventure Love has a price. After a fiery night, the lizard will find itself in the arms of the Red Princess, who will meet later in the northeast of the location.

Saheila tribe

After rescuing Amiro at Fort Joy, tell her people about Saheila in the northeast on the Reaper's Coast. Speak with Towa and seek out the Lumber Mill in the north to rescue Saheila from the Lone Wolves' clutches as part of the Elven Seer storyline. If there is Sebilla in the party, then here you can complete the assignment Valuable Loot. After rescuing Saheila at the sawmill, there are many tasks, most of which are available with the Spiritism ability, including the Log as a Log story.

A little to the west of the camp of the elves (448, 343), there are four elven idols. Solve the Trial of All Seasons puzzle by activating four statues:

  • Autumn - use an electric arrow;
  • Winter - use Chill Blast;
  • Spring - bleed next to the idol;
  • Summer - apply the Laser beam.

Phoenix Heart is given out as a reward. If there is an elf in the group, eat the heart, replenish the collection with the Flametongue spell.

Empty dreams

Travel to the southwest coast from the city walls in search of a magic lamp that has a genie inside it. On the west bank, you will notice a sculpture and receive the Burning Prophet quest. Light five torches at the same time and take the prophet's reward.

Shadow over Driftwood

Under the tavern, the Black Bull, lives the leader of the gang, Lohar, who will ask you to inspect the house where Mordus lives. Run to the house to the west and go down to the basement. Hidden behind the drawers is a bookshelf with a note about the order to kill Lorkhar. Also in one of the walls you can see a skull, which starts the Taste of Freedom mission. Share your findings with Loharu and travel west of the city to the Shipbreaker Cave to end the conspirator.

Losses in the ledger

In the tavern, the merchant Garvan is eating lunch, who will tell about the attack on the caravan and the death of Liam's mentor. Go after the remains of the caravan and look for traces of blood (perception required). Search Garvan's supplies and communicate with the spirit of Liam (190, 168) through Spiritism. Take on the Aggressive Takeover challenge, promise to get rid of avenging Liam's death and bring back Garvan's head. The troll Grog lives nearby on the bridge, which gives an additional target to the Competitors and asks to get rid of another troll. Return to Garvan and give the equipment if you wish. If you want to bring the head to Liam, kill Garvan without attracting attention with any prepared void-touched fish stew.

Generous offer

The main character in the Riker cemetery will help develop strength if you help get the tablet in the mines. Once in the mine in the mines, the Midnight Oil target will begin. During research, you can get an Eternal Artifact, from which you can create the armor of the Mighty Eternals. The oil pump can be repaired to break the wall. The oil pump will break the wall thanks to the fuel barrels created.

Salamander Ziu stands next to the caretaker. She will activate the Serpentine Tongue quest and reveal the password for the chest on fire on the southeastern side of the cemetery. Ziu will only tell the password to the lizard with the tag scientist. His mansion houses three books to solve the Existential Crisis puzzle. After finding all the Essence of the Essence tomes, you will pass the tests of the skeleton Crispin (625, 153). In the basement of the mansion, you can help a rat and a turtle in love by completing Opposites attract. Talk to the animals and lure the rat to the turtle with the food path.

Near the northern gate of the cemetery is Tarkin, who issues the Family Business mission. Upon completion, you will have Anathema - the strongest weapon. First, look for the grave of Joanna Surrey in the cemetery. The first fragment of the artifact in the shadow sarcophagus. The key to the tomb is at the sorceress Kwanna's in the neighboring tomb, near the entrance of which the guard dog Andras.

Be careful when exploring the area. Especially near the graves of fallen heroes. When you open the sarcophagi, the cursed undead will appear as part of the Shelter of Heroes challenge. After defeating them, you can go for the treasures of the heroes. Location of chests:

  • 729, 53;
  • 458, 394;
  • 562, 458;
  • 651, 200.

If you did a Man and his dog, then in the area of ​​the cemetery you will meet a dog (530, 65). Farima also lives on the Churchyard, who asks to finish off Rykra. It is better to pass the Servants inevitably after completing the request of the owner of the Pogost.

And if you liked the broken statue of an angel, you can fix it with the head found next to the stone knight. Scroll through the angelic figure and open the doors to the tomb.

CHAPTER 5

Upon arriving at the Nameless Hidden Island, it seems that the location is quite modest, but this is a deceiving sensation. There are tons of interesting locations that you can easily skip the first time. And when you think that most of it has been passed, the mystical lands present surprises.

The main activity will be solving the puzzle of the lunar temple. There are seven movable columns of deities near the entrance. When visiting the sanctuaries of the gods, you need to find out where the deity draws power from. Place the pillars with the appropriate sign to unlock the magic door.

Moon symbol:

  • Amadia;
  • Dune;
  • Zantezza;
  • Tyr-Zendelius.

Sun symbol:

  • Vrogir
  • Zorl-Stissa;
  • Ralik.

White-faced

Hidden underground is a giant lava shelter in which the leader of the Black Circle lives. You can get into the lair through a dilapidated altar, putting Alexander's head on it. Explore your surroundings in search of a handle to create the Redeemer Scythe. Thanks to the scythe, you can fulfill the assignment of Almira The Key to Freedom. Inside, the continuation of the story of the witch Windego awaits, who will also meet in the mission The Force of Mercy.

Unscientific research

Entering the forbidden library, with the help of spiritualism, you will meet wandering spirits. Follow Master Tremli's route to complete the challenge. Repeat the steps and open the locked doors. Convince the spirit of Redalus to return to his beloved and accept the reward.

Mother tree

If there is Sebilla in the party, visit the upper plateau with the temple of the elves. The tree will ask you to kill the Prince of Shadows, but another development option will appear. Seer Saheila wants to destroy the tree. You are faced with a difficult choice.

Chapter 6

The next stop on the road to divinity is the majestic city of Arx. Unraveling political conspiracies, you will learn the secrets of the gnomes and obtain ancient divine values. The final stage of the adventure will be the Tomb of Lucian and the Path of Blood. To enter the shrine of Lucian, you will need Master of Secret Dreams and Nightmares, Zanders.

The last stronghold of the masters

A secret hideout is hidden under the barracks in Arx. The hatch in the floor is closed with a cipher lock. Select the answers in sequence to open the hatch:

  • Purity;
  • Discipline;
  • Order;
  • Loyalty.

The vault has buttons hidden behind paintings on the walls. Press the indicated buttons in turn to get into the secret room:

  • Intelligence;
  • Society;
  • Body;
  • Divine.

Consulate

A visit to the consulate ruins in the west of Arks is highly recommended if there is a Red Prince in the party. Having passed through the portal of dreams, an unexpected turn in the fate of a party member will be revealed. The constantly resurrected cursed dead creates some difficulties. Use the bless necro-flame, removing the cursed surface, and the undead will cease to come to life.

Bloody gift

A mini detective awaits you at the dwarfs wedding. After obtaining it, search the house in the east of Arks and enter the basement through the trapdoor under the bed. Retrieve Dorian Gall's Diary, replenish your backpack with antiquities, and return to Michelle Rose's Dwarf Wedding to complete.

Conclusion

The party RPG genre is reborn thanks to Tyranny and the Pillars of Eternity. And after leaving Divinity games the genre has gained even more new fans. Every review on STEAM makes this clear. She has 93% positive reviews, which, no doubt, makes you wait for the continuation.

Tips to make it easier to walk through the game - part 2

We continue to share tips that greatly simplify the passage Divinity: Original Sin 2.

The craft is amazing

Crafting is a very rewarding activity that not only allows you to acquire an item, but is also a great way to build capital.

There are several perks associated with food that can be useful in combat. Firstly, most of the products heal your characters, so they will be useful throughout the game. It is also advisable to learn how to independently produce healing potions. so as not to spend too much gold on them.

Crafting window

Food also provides many other bonuses, including increased stats and resistance. There is a lot of food in the game, so it will be easy for you to distribute it among all the party companions. This is a great option to use even outside of combat.

Multiplayer

At first glance, multiplayer can seem a little confusing. There are two ways to use it.

First, there is a server-side browser. From the main menu, you can select "Multiplayer", which will open the lobby list. This method is for starting a campaign. Anyone who joins can create a character and take you on a journey from the very beginning of the game.

Once you start the game together, you no longer need to select a lobby. Just load your game, open the main menu and select "Connect menu". From here, you can choose who can join you or invite other people. Gamers who join this way will control one of your companions.

Stealing rewards, though, but once per character

Being a thief is one of the finest and quick ways grow rich. By robbing houses or stealing directly from the pockets of the characters, you will make a profit. back side medals? If you are caught stealing (any), then the guards will be warned, and, most likely, the nearby NPCs will become hostile towards you. If you are not caught pickpocketing, but a person notices that their items are missing, then if you are near this NPC, he may demand your search.

It should be noted that you can only rob someone once per character from the party. How profitable stealing will be depends on the level of the corresponding skill, but regardless of it, you will only be able to steal from an NPC once. The moral of this fable? If you plan to steal items and generally make money on pickpocketing, then pump up the theft skill for a higher income, and after theft, immediately leave the location before the robbed character has any suspicions.

You have a free opportunity to redistribute stats and skills

As we mentioned in the guide for leveling companions, you will get the opportunity to distribute stats for free at the beginning of the third chapter. This happens after you find yourself on "Mistress Revenge". There is a magic mirror in the hold. And if you talk to him, you will be able to completely redistribute the character's stats, keeping his level. This means that if you make the wrong decision or use squad members with the same skills, you can redo them so that they bring the maximum benefit to the squad.

The same mirror

Each race has unique skills

This is hardly touched upon in the game, but different races has its own unique abilities that will be very useful. For example, the raptor race can dig holes without the use of a shovel, and the undead can use their bony fingers to unlock locks without the use of lock picks. Elves eat body parts and obtain the memories of deceased people.

Dwarves and humans, unfortunately, are deprived and do not have special abilities.

Blessing is a very useful Source spell

After a few hours in the game, you will unlock the "Blessing" spell. It's weird and may not seem very useful at first. The blessing has several applications, but most of them are hidden. Below are examples of using the Blessing spell:

  • Removing the curse from the object. Certain objects, including levers and switches, will be cursed. Usually you can tell by the presence of black haze around the subject. Bless him to remove the curse and make the object useful.
  • Sacred Fire Purification - Some creatures will be subject to a debuff called Sacred Fire. This form of fire cannot be extinguished with ordinary water. Try using Blessing on such a character, and in most cases the fire will go out. Sometimes it may be necessary for the burning character to stand in a pool of blood, and it is she who will have to bless.
  • Cleansing the earth, turning a puddle of water into a healing pond. If there is a cursed surface on the ground, then applying the "Blessing" will cleanse it. In addition, you can bless an ordinary pond and turn it into a pond that restores the health of characters who enter it.

Secret: "Chicken Paw" is the best spell

V Divinity there are many useful status effects. For example, knock down and stun are powerful spells with which you can sort of buy time in battle.

"Chicken paw" is a real pleasure, but if it is used by you and not against you. Once the enemy has no physical armor, then you can cast a spell to turn him into a chicken. Now he is easy to attack, and he misses a few rounds and cannot do anything. And it's also good that this skill works on many bosses that are immune or resistant to other status effects.

Set up barrel traps

A character with high strength can pick up barrels and carry them with him. If you have to take part in a difficult battle, then run through the surroundings and collect several barrels. Create a giant trap out of them, then lure opponents into it and detonate it, inflicting massive damage. Almost all objects in Divinity can be moved if the character has enough strength. Experiment!

When you combine the elements, you get different effects

This is something that you will learn about early enough, but, nevertheless, the game is in no hurry to tell you more about it. Various elements of the game can cause certain effects, depending on the combination:

  • Fire and poison - mixing them with each other, you will cause a massive explosion in a chain reaction. The target will be set on fire and poisoned.
  • Fire and water - creates clouds of steam (smoke), which makes it impossible to attack the character with ranged attacks.
  • Water and Lightning - Electrifies water, dealing electrical damage, shocking and stunning the target.
  • Blessing and water - creates a blessed reservoir, healing everyone who is in it.

Over time, merchants' goods are updated

You may have noticed that some merchants are selling new items that appear over time when you visit again. This is due to the fact that the assortment of goods is updated after you level up. Keep in mind that this does not always mean they will receive new items, as it looks like vendors will eventually stop stocking up on items that are far from their range.

Did you know that merchants will keep all the items you ever sold them? Regardless of the amount and time that has passed since that moment! If you ever need a product that has been sold, be sure to check your local merchants to find it.

If a satellite died

Sometimes bad things happen and your companions die. Do not worry! If you end the fight but cannot revive allies, you can leave them dead for as long as you like. Just mark the location and return to it after you purchase the Resurrection Scroll.

After character creation, you will awaken on the ship as a prisoner. You, like many other wizards, were sent to "heal" in the Fort of Joy due to the fact that you are dangerous to others and to 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 to the right in the corner (hold down Alt to highlight items), and go inside. Agree with the local masters or kill them, 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 located. 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 "Mother's Terrible 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 loss. 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 subjugated to the corruption, which turned him into an insane 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 of 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 near 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 on 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 will tell you about the location of the tunnel for help.

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 report 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 apostate. 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 oppose 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 (useful to Fane), 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, approach 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 obtain 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 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 stumble upon the Windego witch. 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. You cannot 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 next to which is the blinded Magister Locke.

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 Lok 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 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 a 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 have rescued the boy Khan (a 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 they each have interesting information and some are merchants.

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 manifests itself.

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 stats 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 with tons of great items, gold and phylacteria. Urns, mind you, can be swallowed or broken. The Trickster's Urn is associated 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 using 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 skill of the Source "Blessing" and will indicate the 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 a structure with many doors and traps, you will find a gargoyle that will offer you to go through a 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 first and help the last one 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 the Treasury of Brakk, 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.

At the end, however, you will run into a magic shield, which can be unlocked both with the help of the power of the Source (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 him to get 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 exactly 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.

The task "Call to Arms" you will receive 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 kill the Screaming only 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 inform the local of the success. 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 the spot, 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 territory of the island). 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 winner.

When the battle is over, you will meet the elf Ailment. Before going with her, make sure that you have completed all of 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, find a diary nearby, 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 on purpose or under duress, and then make the appropriate choice - kill or spare (for the mercy of Tarkin an achievement is awarded).

After that, explore the cabin. By the bed you will find a mechanism that will remove the wardrobe and open a 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 are on high levels difficulties cannot be overcome.

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

During the battle, immediately run to the Ailment, 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 the geists and the 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 - last hope 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 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 hens, which, if you talk to them, will tell you about the stolen eggs. The task "When to Count Chicks" begins. Travel 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, which you will go for 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 pass 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 unit of constitution.

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 your 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 gnome 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. Below you will find a spacious basement with traps - go around 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 nephews 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.

Now you can continue with the quest "Sharp Awakening". 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 robber 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 that you need to sell as soon as possible without catching the eyes of the guards), 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, so 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 will be able to 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 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 turns out 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 ensues when you visit 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 bloody footprints that will lead you to the area 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 actually 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. For further developments, 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, all the others 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 a panicky 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 awarded 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 ghostly sight.

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 laid to rest. In the grave of everyone 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 up 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, near the sawmill, respectively.

The "Generous Offer" quest 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 out 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 on a verbal duel on your part. 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, during 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 safe way to the Black Mines.

The task "Excavation" is already developing 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 a conversation 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 nearest 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 come back 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 master's house 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 live deer in the battle against their dead relative. 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, who decides 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 come across a sawmill and a gang of Lone Wolves. 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.

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

The spirit of the Gravedigger will tell you about Dremesek, who finished him off. Visit the latter and, using the answer tagged "Mystic", 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 Soul Absorption skill.

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 cannot just cure Mikal, because there is a curse 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 masters 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 disciple 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 the 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 Ailment, 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 kill the Black Circle group. 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 cupboards 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 flames, 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 cells described above.

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.

Nameless island

This part of the land is a whole battlefield, where masters and paladins are incessantly fighting on one side, and the Black Circle on the other. Your task is to visit all seven Divine temples and complete the tests there. When the deed 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 back 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 the 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 Hammer, or complete Gareth's revenge and finish off the bishop.

Another task will be given to you by Sibylla, 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 the ancient people is located in the lower left corner of the island. You can only get there 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 due to the lizard 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, move 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. Defeat the cursed warrior of Dune inside, 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 representing 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. Through 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 meet 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 find 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. Near 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 kill him. 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 launch 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 sight to talk to the spirit. The latter will reveal to you that the local prince owns the rarest painting.

Having visited 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 with the guards; in the hall there is a key, which 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. The only way to save her is to kill the local head 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. In the ghostly world, find Marvell, 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. Next, 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 your familiar Tarkin. The latter took care 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 apartment of Sanders the craftsman 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 examine 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 the 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. Then visit the right side of the dungeon, where there is a brotherhood of children-thieves that 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 was hanging around with demons. That is why now you can hand 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 in place, 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 Arhu. 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 can overcome 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, then 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 will not have to kill Brakk personally, since you will not 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


Like, if useful

Larian Studios has done the impossible by releasing a sequel that surpasses the original in almost every way. You can go through it a huge number of times and at the same time constantly find something new, for example, additional puzzles and riddles, the solution of which can lead to valuable items. True, it is almost impossible to do some of them on your own, so we decided to write a guide to solving them.

Act I puzzles and riddles

Brack's word puzzle

When speaking from articles of illusion, you will need to notice that each letter in the highlighted words has a specific meaning. Therefore, you just need to compare them with certain values. If you talk to the rat outside the room (you need to have the "Animal Friend" skill), you can get a couple of tips to solve this puzzle.

The first word

BRACCUS, which consists of the following letters and meanings: B (bloody), R (rotten), A (thieving), C (very), C (very), U (awful), S (fellow). Therefore, we need to choose values ​​that correspond to the letters from the word CUR (mongrel): very, awful, rotten. In Russian localization it looks like this: very terrible, rotten.

Second word

SOURCE, which consists of the following letters and values: S (scourge), O (devil), U (misery), R (blight), C (hex), E (curse). Therefore, we need to select values ​​that correspond to the letters from the word CURE (medicine): hex, misery, blight, curse. In Russian localization it looks like this: slander, suffering, poisoning and damnation.

Brakka tower

In this place you have to solve several different "puzzles", some of which will make you brainstorm. We will quickly list them and give quick instructions on how to do it.

Closed gate next to the statue (walk past the undead)

Here your hero will need to use the lever located in the room located on the other side of the main room.

To get to the lever, you need to click on the sewer grate installed in front. We advise you to use the jump skill - this will allow you to quickly reach the sewers. Although you can also try to knock down a door nearby.

To solve the puzzle with a well, you just need to fill the latter with water. The easiest way to do this is with a rain spell. Just cast it over the well and wait a couple of minutes.

Tomb barrier

If you want to remove the barrier, then you will have to get one point of the Source and place it in the "Mysterious Technique", standing near the barrier.

To heal the historian from his curse, you will need to put him on a surface with blood, and then cast the "Blessing" spell on the blood. How do you get blood? The spell "Blood rain" can help with this.

If you do not have the above spell, then you can use the ability "Flesh to sacrifice" a couple of times, and then transfer the historian to a pool of blood. In extreme cases, you can attack your companion, and then teleport the historian to a blood pool.

Cursed lever (saving Gareth)

Here you just need to bless the lever. Unfortunately, it will not be possible to save the soldier (at least, we did not find such a way).

Act II puzzles and riddles

Cemetery (Riker's District)

Stunning tomb

To gain access to the coffin, you just need to cast Amour of Frost on yourself. To free Kanna (Qanna), as well as talk or kill her, you need to throw a buff on her.

Flaming chest

There are several conditions here: you must be a lizard and know the ancient language. After learning the language, go and talk to the salamander in Ryker's house. Here you met him for the first time. After learning the password, return to the burning chest and cast a rain spell on both sides of the heads of the lizards that spew flame. This should be enough (you can also try blessing the water if it doesn't work the first time). You will then be able to talk to the chest.


Johanna's tomb

First of all, you need to find two buttons that will allow you to open the wall that blocks the passage to the coffin.

After that, you need to put part of your equipment (we used a pot, but you can also install equipment, since nothing will happen to it) on the large button located in the farthest room. Then use the Spirit Vision skill, which will allow you to see the levers on the wall. You need to press them in a certain sequence to open the hatch: first use the middle lever, then the left lever, and finally the right lever.



Elemental puzzle in the house of Mordus

Everything is pretty simple here. You need to use Ghost Sight to see the solution to the puzzle (it appears at the top of the block of squares).


If you have any problems with solving this puzzle, then we advise you to read our guide, where we have analyzed this riddle in detail.

Burning Prophet Statue

This puzzle is pretty simple too. You need to light all the braziers at the same time using a fireball or ignition.

Act III Puzzles and Riddles

Lucian's Coffin - How to complete the mini-game

Basically, all the information you need is presented in the picture below. However, here you may encounter one unpleasant bug in which the blood does not become blessed even after passing through the blessed fire. To solve this problem you will need at least 2 teleportation pyramids.

You must throw one of them outside the blue barrier. Then teleport to him, use the jump ability and get to the end of the pipes with blood to manually bless her. This method is suitable even for lone wolves, since only one component out of three is not blessed.

Act IV Puzzles and Riddles

Altar of Lucian (Lucian's Altar) - how to pass the mini-game

After setting up the piping system as shown in the screenshot below, you will need to fill the center bowl with blood. You can choose any method, but we recommend doing it through the grate next to the altar (you can use the spell "Blood rain" or attack your companion). Then you need to cast "Blessing" on the chalice to consecrate the blood.

Act VI Puzzles and Riddles

Cranly Hubert's Questions Answered

When you get to the city of Arx, you can find the house of the Wise One, in which you can talk to a scientist named Cranly Hubert at any time. He will offer you to play a guessing game, that is, you will need to correctly answer all his questions. However, even if you make at least one mistake, he will stop talking to your character (you can choose another). For this reason, we decided to publish the answers to his questions.

First question

The answer is: "House of Dreams."

Second question

The answer is as follows: 1234.

Third question

The answer is: Tenax

Fourth question

The answer is as follows: Cassandra

You are probably wondering why exactly you played this simple game. The fact is that if you can give the correct answers to all questions, then the wisest will take you to his hiding place. Do not be afraid, there are no enemies here, but there are a huge number of books telling about game world(some were written by Hubert himself). He will also give away the key to his house and the reward.

Nice stuff for a couple of questions. In addition, in a secret room you can find a chest, items in which are generated randomly. But most importantly, you will be able to unlock the door leading to the backyard without committing a crime. This will allow you to continue (start) the "Secrets of the Dwarfs" quest.



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