Divinity 2 blood of dragons side quests walkthrough. Divinity: Original Sin. Walkthrough of the game (2). Sourceless Dragon


A new war begins in the heart of Rivellon. Legions of winged monsters leave behind only ashes and corpses. The country is engulfed in the flames of hatred burning in the heart of the ruler of the army of Chaos.


Divinity II: Blood of Dragons

However, there is still hope. By the will of fate, a young dragon hunter acquires a unique gift - becoming the last of the Flame Knights, he received the ability to turn into a dragon.

Transforming from a human to a dragon, you will fight on the ground and in the air, going where the road is closed to mortals. You will be able to read the thoughts of your interlocutors, find out what they really think and even improve your characteristics due to other people's knowledge. And by capturing the ancient Tower of Power, you can make it your personal stronghold, where you can enchant weapons and armor, practice alchemy, improve skills, and even create your own undead warriors.


Plot

"Divinity II. Blood of Dragons” again invites you to the ancient world of magic Rivellon. For many years, the people of Rivellon fought against demons and minions of darkness, and now the Great War has ended in an uneasy peace. However, the order of dragon hunters still pursues their sworn enemies - the flaming knights - the killers of the Chosen One.

So far, no one suspects that the real enemies - the adherents of the Dark Circle - are already gathering a new army. Their leader, Damian, will do everything to destroy Rivellon.


But one unexpected event can completely change the course of history. Sensing death approaching, the last of the Flame Knights transfers her power to the dragon hunter - her greatest enemy, a member of the order who destroyed all the other Flame Knights. And this hunter is you.

Now the fate of Rivellon is in your hands. Only you, relying on the powers of the dragon and the skill of the dragon hunter, can stop the darkness that hangs over Rivellon. Danger and adventure, difficult trials and terrible secrets await you - the fate of the whole world depends on your decisions.


The game's plot begins shortly after the events that the game Beyond Divinity is dedicated to. Thanks to his cunning plan, Damian (English: Damian, The Damned One) finds a way to return to the game world, Rivellon (English: Rivellon), in order to take revenge on his step-father, the Chosen One (English: Lucian, The Divine One), who imprisoned him in the first place. between worlds.

During long and bloody wars (the Great War, the Battle of Ten Thousand), one of the comrades of the Order of the Flaming Knights betrays the Chosen One and stabs him in the back. Damian, seeing that his revenge was accomplished and his goal achieved, retreats with his troops. A “ghost” world is coming to Rivellon.


But for people the war is not over yet. The traitor who vilely killed the Chosen One was none other than the Flaming Knight (English: Dragon Knight), a kind of personification of the ancient power of Dragons in people. Once invaluable and powerful aides in the fight against the Damned, the Dragons and their Knights have turned into vile traitors, subject to destruction. In the wake of this universal hatred, representatives of the human race of Rivellon create the Order of Dragon Slayers, designed to find and kill any dragon or Flame Knight.It is as a recruit of this Order that he begins the game main character.


A game

"Divine Divinity II. Blood of Dragons" is a continuation of the legendary role-playing game "Divine Divinity. The birth of a legend." Many of the elements that made the first game in the series a classic of the RPG genre carried over into Divinity II. In particular, the same classless system is used here, which allows you to choose your own path to becoming a hero and strategy for completing the game.


Now you have the opportunity to fight in both human and dragon form.

You've probably dreamed of riding into battle on a dragon. But why limit yourself to a tamed lizard if you can turn into a dragon yourself?! Yes, in Divinity II. Blood of Dragons" you have this opportunity. Spread your mighty wings and fly forward, burning out any obstacles with fire. Take full advantage of your human and dragon forms to defeat Damian and become a true fiery knight!


A dynamic plot that largely depends on your own decisions.

Almost every task in Divinity II: Blood of Dragons can be completed in several ways. The choice depends on your ability to calculate the situation and your moral principles, on momentary whims and your resourcefulness. The consequences of each of your decisions will one way or another affect the further development of the plot. The same quest can have up to twenty ending options, some of which open up new quest chains for you. Everyone around him can change their attitude towards the hero.


The Tower of Power is your home and a reliable fortress.

Rising above the Isle of Guardians like a giant stone claw stands the legendary Tower of Power. This mighty citadel was built by the great Makhos, a magician who mastered the power of dragons. The Mysterious Dragon Stone will give you access to the Tower. With its help, you can always be transported to the Tower of Power and use all its many capabilities.


Your personal necrosaurus is your assistant in battle.

From the remains of the enemies you have defeated, the necromancer in the Tower of Power will collect a necrosaurus for you. This amazing creature will become your indispensable assistant in battle. The strength of a necrosaur directly depends on what parts it is assembled from. The Necrosaurus does not need to be dragged around on a leash: call it in a difficult moment, and it will appear.


Divinity II: Flame of Vengeance

The Flame Knight, the last of the legendary dragon messengers, returns to Rivellon! Having escaped from the astral prison, he finds himself in Aleroth, an ancient city besieged by the troops of Damian the Accursed. The decisive battle begins light forces and the armies of Chaos.


“Divinity 2: Flames of Vengeance” is an expanded and improved version of “Divinity 2: Blood of Dragons”, as well as a new full-fledged “Flames of Vengeance” campaign, which will be the denouement of the epic saga.

Game Features

Over 80 hours of gameplay.

A huge game world that can be explored as a human or a dragon.

An updated graphics engine that reveals all the beauties of Rivellon.

Complete Russian localization of the original game and large-scale expansion.


Legend

Chapter 1. The Chosen One

Rivellon, once upon a time beautiful world, full of magic, was ravaged by a continuous series of wars. Ordinary residents of these lands have long stopped asking the gods what they did to deserve such a fate. The gods themselves don’t seem to know the answer. And what questions are there if the next army of the Lord of Chaos ravages your lands, burns cities and slaughters people like cattle. Twice the embodiment of evil escaped from the underworld, and twice the defenders of Rivellon repelled his invasion. It was difficult to call this a victory: the losses were enormous, the Lord of Chaos remained invulnerable, and people understood perfectly well that the retreat of the demons meant only a respite before another war.


Chapter 2. Damian

The boy was named Damian. He grew up in the home of the Chosen One under the tutelage of Zandalore, unaware of his terrible power. And then he met Igraine - and fell in love with her at first sight. The girl was the daughter of a necromancer of the Dark Circle and was able to awaken in him not only ardent feelings, but also witchcraft powers that had been dormant for the time being. At first, practicing magic was very innocent, but every day young souls were increasingly attracted by forbidden knowledge.

Damian's mentor had no idea what he was doing with his beloved. But one day, completely by accident, the Chosen One learned about Igraine’s relationship with the necromancer, whom he had recently beheaded. Under torture, the girl admitted that she was sent to Damian by the Dark Circle to awaken the dark side of his soul. Horror gripped the Chosen One: Igraine should have been executed without pity or leniency, like any other minion of the Dark Circle.


In the presence of the Chosen One and Zandalor, Igraine's head was cut off. And when the girl's blood was still pouring on stone slabs, and her heart was still beating, Damian burst into the hall and cast a spell that stunned even experienced magicians: he bound his soul with the soul of his beloved. And before the Chosen One or Zandalor could come to their senses, Damian stepped into the darkness and disappeared.

The Chosen One understood that from now on his adopted son had become his worst enemy and that Damian had already realized the full depth of his dark magical gift: the one who managed to bind the soul was indeed an extremely dangerous opponent. The Lord of Chaos has returned to Rivellon.

The Chosen One began to prepare for a new war. Zandalor tried to understand the consequences of the spell that Damian cast. Only the most powerful magicians can bind souls, but no one before Damian had managed to bind himself to a soul that had just parted with its body. The consequences of this witchcraft were completely unpredictable. Not knowing what to do, Zandalor handed Igraine's body over to the embalmers, forbidding them to burn it.


Chapter 3. Shackles of the soul

Very soon the Dark Circle began to gather troops under the banner of the Overlord, but it seemed that Damian did not care about victory dark forces. He only thirsted for the blood of his adoptive father and, blinded by rage, he began to make mistakes.

The Chosen One, by cunning, managed to lure Damian to the Temple on the Rift and expel him into another dimension, into twilight world shadows and ghosts. Having got rid of the greatest danger with little loss of life, he returned to the county of Ferol and said that the Lord of Chaos had been expelled from the world. The chosen one of the gods tried not to think about the fact that his adopted son was also expelled along with the Lord of Chaos. Yes, the dark force consumed Damian's mind, but all his feelings - both love and the thirst for revenge - were the feelings of a person. And only love forced Damian to chain his soul with the soul of the dying Igraine.


Contrary to all expectations, the Damned One did not disappear beyond the boundaries of the world. He waited and gradually accumulated strength until he managed to accomplish the impossible: the Lord of Chaos broke out of captivity and crushed the Rivellonian troops with one blow. The goals of the revived Damian did not change: he still longed for the death of the Chosen One.

The war disfigured the appearance of Rivellon: over several years of incessant fighting, the forests were burned out, arable fields under the hooves of horses and demons turned into barren dirt. People fought for every inch of land with unprecedented tenacity. They were given strength by the news that the Chosen One had entered into an alliance with the small but incredibly powerful Flame Knights, the last adepts of dragon magic.


Neither demons nor humans could achieve a decisive advantage in the protracted war until the unexpected happened. One of the Flame Knights treacherously killed the unsuspecting Chosen One. Confusion set in among the people, and everyone blamed all the Flaming Knights for the betrayal. With the greatest difficulty, Zandalor stopped the panic among the troops and repelled a new blow of darkness.

Having avenged the death of his beloved, Damian decided to retreat: time was needed to make up for losses and prepare to continue the war. Dominion over Rivellon could wait, and besides, Damian had other plans...

Thus began an uneasy truce. Opponents buried their dead, licked their wounds and gathered new strength. However, a new war did not follow - neither in a year, nor in a decade... The inhabitants of Rivellon slowly returned to peaceful life. After half a century, children are frightened by the name of the Damned, but no one truly believes in his return. He doesn't believe it yet.


Tower of Power

Rising above the Isle of Guardians like a giant stone claw stands the legendary Tower of Power. This mighty citadel was built by the great Makhos, a magician who mastered the power of true dragons.

The tower was his home and fortress, laboratory and workshop. Here Makhos conducted the most incredible experiments. But the main focus of power - and the envy of all who seek to take possession of the Tower - is the majestic Throne Room, where Makhos initiated his most worthy and loyal comrades into ardent knights. In all centuries, only true dragons were able to create fiery knights. Makhos was the only person who was capable of this.


Even inexorable time seemed to have no power over the Tower and its sole owner. But one day Makhos disappeared, and the entrance to his fortress was closed and sealed with a spell that seemed insurmountable. But it still could not resist the dark art of the necromancer Laiken. Two hundred years after the disappearance of Makhos, Laiken broke the security spell and declared the Tower of Power his undivided possession. But if some daring adventurer can defeat Laiken and claim the Tower, he will have virtually unlimited access to very useful opportunities.

At any time, you can be transported to the Tower of Power (provided that it has already become yours) using a mysterious device called the Dragon Stone. In addition, the Tower contains several platforms, each of which is designed to perform specific tasks. Each platform is managed by a manager you appoint.

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4.1. Reaper Coast
Divinity Original Sin 2. Walkthrough

Quest: Sharp Awakening

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

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

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


Quest: Plundered Caravan

On the central road we find 3 broken carts of the masters, next to them are their corpses and dead gnomes. One dwarven warrior is alive, but she vaguely explains what happened here. The boy on the right will definitely tell you that the caravan was attacked by fiends of the void.

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


Quest: They will not pass

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


We walk along the river to the north, on the shore we find hens whose laid eggs have disappeared. We rise even higher, we fight with the monster Venom-winged fiend (lvl. 9), around it there are large distorted eggs, from which fiends will hatch in battle. There is a surviving egg at the dead end above, take it and take it to the Big Marge chicken to hatch.

When we return here again, a black Squeaky chicken will emerge from the egg, it will kill all the healthy chickens, and will follow us. The chicken needs to be delivered to the north, we cross the paladin bridge, and even further north we will meet a magic rooster. Near him, Squeak will turn into a monster, we fight him, and the quest is over.


Boy Pidge asks about Ifan ben Mezda. He must be in the party to continue the quest.

There is a gallows in the north, Siva is suspended from it, but so far we do not have enough strength to free her from the masters.

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


Quest: Law of the Order

We enter the city through the western bridge. In the center there is a statue and 4 merchants. It’s better to go to the southern pier from the very beginning and meet with the local boss, Master Raymond. He will sense the Source in us, but he can be deceived by answering that we have come to join the order. Raymond will believe it, give us the “Podorozhnaya” document, and the guards will no longer pester us. Raymond urgently leaves on the ship, and leaves Magister Julian in charge, then we communicate with him. We learn about the disappearance of several masters right in the city.


Quest: A man and his dog

A bum beggar with a dog sits at the central city fountain and begs for money. We examine the dog, turn over his collar, and ask about the owner’s hiding place. We can demand money from the poorest person for abusing a dog, or drive him out of town.


Town Crier Togrof tells 3 pieces of news.

Black Bull Tavern

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


Quest: Losses in the ledger

Garvan is sitting at the table on the right; if you talk to him, he will mistake us for a waiter. After lunch, Gavan will tell his story: he and teacher Liam were transporting valuable cargo, and left it halfway due to an attack by a fiend. He asks to find the missing cargo on the western trade route, in the Shipwrecker Hills. (We'll complete the quest later).


Quest: Love has a price

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


Quest: You can't drown grief

There is a hotel on the 2nd floor of the tavern. It is home to a wealthy merchant, traveler, and woman, Captain Ableweather. The captain talks about how her ship sank, but she remained alive and this haunts her. We can buy the item “Sphere of the Ruler” from her.

When we receive the Source spell “Ghost Vision”, we use it near the captain. We see a spirit nearby, we convince him to stop ringing the bell - we say that he received a promotion and became a captain in the halls of echoes. The spirit will disappear, after which Ableweather will tell you where to look for the magic compass as a reward.


Quest: Sleeping Adventurer

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


Underground tavern

In the western part of the tavern, a gnome guard guards the entrance to the basement. We can pay him 50 coins once for a pass. There is an underground tavern below.

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

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


Quest: Web of Carnal Desires

In the center of the underground tavern stands the girl Dorothea Luxurious. She promises to improve one of the characteristics in exchange for a kiss. We agree, we go with her to a deserted dead end. Dorothea will turn into a huge spider, we can attack her (then we won’t get anything), or still accept her kiss (we’ll get the unique talent “Spider’s Kiss”).


Quest: Driftwood Arena

In the second half of the dungeon there is a battle arena. The local champion is the gnome Murga. To fight her, we must not only defeat a team of opponents of 5 people, but do it blindfolded (the permanent “blindness” property in battle). If the first time we refused to fight blindly, we approach the gnome again, he will allow us to repeat the fight (but this does not always work).

Other buildings in the city

To the right of the tavern is Driftwood Prison. The boss is sitting in the office, he promises to pay a reward for catching the killer of the masters. In the basement, the cameras are being monitored by a man who is not happy with his job and is hiding something. We can convince him and he will quit his job.


Quest: Hide and Seek

On the pier there is a boy, Ben Buttons, and a girl, Harrietta. They will share with us that their friend went swimming to Fort Joy. On the shore of Driftwood we found a shark and a boy inside it. We tell the children how their friend’s adventure ended.


Children play Alexander and Khvor.


Quest: Missing Masters

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


Driftwood fish warehouses. Dwarves work in the warehouses, but there are also many masters here who are looking for a suspected junk dealer. The boss is sitting upstairs in the office, he talks about the supply of poisoned fish, but does not say who might need it.

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


Quest: Strange cargo

On the left side outside the warehouses we meet the gnome Kannox. He knows where the wanted man is hiding, but he won’t just spill the beans. In the dialogue we mention that we were in the Joy Fore and were able to get out of there, the gnome’s attitude will immediately change. He will tell you that the junk dealer hid in one of the barrels with fish.

We go to the right room near the shore, in one of the barrels we find Higba the junk dealer. He asks to be taken out of the encirclement, out of the city. Most safe way- By south coast left. There are only two masters patrolling this path (level 9), we run until they are gone. If they do notice us, there will be an option to either surrender Higba or engage in battle. Masters will fight alone, without calling neighboring guards for help.

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


In the tavern we communicate with the cook Uivlia. In the conversation we find out that it is she and her accomplices who secretly kill the masters, and then prepare meat stew from them. But for her to go to jail, she needs to find hard evidence.


Quest: Lost and Found

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


Quest: Sharp Awakening (continued)

Siwa's house is located in the upper right corner of the city. At the entrance, the girl says that Siva was captured and taken away by the masters. The house is locked and the interior is in disarray.

We go right through the ford. There is a gallows on the high road, with two lizards hanging from it, one of which is Maestre Siva. She wants us to free her immediately, but she is guarded by the executioner Ninyan (lvl. 9) and 5 other masters nearby, we need to prepare for battle.

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

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

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

2. Take the bowl from the triangular stand on the left.

3. Click on the knife twice to leave your blood on it.

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

5. Place the resulting potion directly under the dragon statue, turn the wheel, smoke will come out of the potion.

6. Select the option “Hold the smoke in the lungs.”

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



Quest: Missing Masters (continued)

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

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

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

Option 2. We show the ring to the ghost Harrick, she will ask you to give it to her comrades. It is better to hand over the evidence to Elf Stewart so that he can be accepted back into the masters.

Option 3. If we show the ring to the cook, then we either support her or immediately enter into battle. After the victory, the only evidence left will be her list of victims on a piece of paper, we take it to the officer. We receive 1 of 4 items to choose from.

4.3. Shipwreck Hills
Divinity: Original Sin 2. Walkthrough website


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

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


Quest: Burning Prophet

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


Quest: Empty Dreams

An ancient lamp on the southern shore. A genie will appear. If you have the skill of persuasion, let me choose one desire (we will gain experience). In any other case, the genie will attack us and call enchanted sea water to help (level 10).


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




Reaper's Bay

Quest: Shadow over Driftwood

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

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

1 - Room with unknown weapons. We can interrogate the gnome Zanisima. Let's learn about the fog of death. The key to the armory is behind the left wall.

2 - Corridor with monster eggs. There are locked doors on the way, two thieves. "The key to the hall with barrels" is on the table on the balcony.

3 - Treasure Vault.

4 - The area is surrounded by eggs and monsters, it’s dangerous to go out alone, you need to wait for your companions to come to the rescue.

The thief hero does best here in stealth mode. We imperceptibly strike the first blow to the fiend from behind, and it will be much easier to win. You can also go through this difficult moment as the Red Prince, if he has leveled up his military skills and fire magic.

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

After the victory, Mordus will remain alive, he will ask to be spared. In exchange, he can teach us the magic of the Source, we can also release him or finish him off. We take it from him Medallion of Mordus.

We go to the right side room, go down into the half-flooded basement. On the altar on the corpse of the gnome we take yellow gemstone. On the way back, the wall is broken by a ship. We destroy its side walls, a shark swims inside it (level 11). After winning the shark, we find a human limb inside, if we eat it with an elf, we learn that it was the boy Joe, who went swimming to Fort Joy (the “Hide and Seek” quest, we return to the children on the shore, we tell the boy’s fate, we receive a small reward). We leave the dungeon.




Quest: Shadow over Driftwood (continued)

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

There is only one room in the dungeon. To the right, behind the wall, you can hear a conversation between two dwarves, but there is no door there. Next to the platform we find a secret lever to open this room.

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


Quest: Taste of freedom

The stone for the skull in the basement must be found in the Shipwrecker Hills, in Reaper's Bay. We insert the stone into the skull and go down to the floor below.

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

[_ door _]

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

After the victory, we communicate with the lich Dried Undead. The dwarf Mordus received strength from him. The lich asks to be released. Press the two left buttons and it will release. We can choose which skill book we will receive as a reward. If we ask for something else, we get a random book.


If we set the lich free, we will meet him a little later in the forest, where he eats corpses. We fight with him, then let him go again. At the end we find him at the altar in front of the ruins of the Monastery Forest, let him complete the ritual, and as a reward we receive a chest with random things. Afterwards we can destroy the lich.


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

Option 1. We give the letter to Lohar and disperse peacefully.

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

Quest: Competitors

On the western bridge we meet the troll Grog (level 18). He asks for 5,000 coins to cross the bridge. In the conversation we find out that he can make a discount if we eliminate his competitor on the eastern bridge.

The second troll Marg (level 15) does not know large numbers, and requires only 3 gold per pass. We can tell the troll about a competitor’s order, and he will also ask to eliminate Grog.

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


Quest: Aggressive Capture

Before entering the bridge with the troll we find dead bodies. By bloody trails let's go east. To the right of the western bridge you can walk along a wooden deck to a separate area in the forest. There we are attacked by an possessed dwarf hunter (lvl. 10) and his two bears: Pasha and Tasha.

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

We return to Driftwood. We can give Garvan the contents of the chest to complete the quest "Losses in the Ledger". We tell him about Liam, but he doesn’t want to admit his guilt. Garvan is sitting in a tavern in a crowded place; killing him here is dangerous. But he accepts food from us, and this can be taken advantage of (only after this can he be fed poisoned food).

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


To the north we find a bee apiary. All the bees died from emptiness, and the remaining honey is eaten by two bears. You can safely walk past them, but they won’t let you inspect the hive.

4.4. Meadows
Divinity 2. Walkthrough in Russian


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


Quest: Dark Deeds in the Black Mines

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


Quest: Buried Past

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

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

Quest: The Ugly Duckling

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


Quest: Bestial treatment

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

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


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

4.5. Pogost


We cross the paladin bridge to the eastern bank. At the top are the Paradise Hills, we will avoid them for now, there are high-level monsters there. We immediately go south along the shortest road, we will get to the cemetery.


Quest: Family Affair

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

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


Quest: Stranger in a strange land

At the northern entrance stands the spirit of the lizard Vilnx Kriva, she asks that her body be dug up and cremated in fire, as befits lizards. We dig up, take the leg, throw it into the fire of two dragon statues. We get 1 of 4 things to choose from.


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


On the bench is the Spirit of Zimsky, he gives a luck modifier and a Potion of Source.

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

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

The spirit of an unrepentant sinner.

Spirit of the grave digger Dyvus. If we examine the coffin near it, we will also fall into a deadly trap.

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


Quest: Reluctant Servants

Silent servants walk through the cemetery. You can only talk to the cemetery watchman Farima, she talks about the owner Riker. He holds his servants with magic, and in order to free them, you need to kill the master.


Quest: Heroes' Shelter

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

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

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

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

4. Vidia. ---.


Quest: Midnight Oil

Quest: Generous offer

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


Quest: Snake's tongue

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

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


Quest: Existential crisis

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

1 - What is the meaning of life?

2 - Does free will exist?

3 - Is there a difference between good and evil?

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

Option 1. Only another skeleton philosopher, Fane or an undead character, can win a duel. We answer all questions with phrases marked with the tags [undead]. For defeating Crispin, you will receive the achievement and the “Corpse Explosion: Massive” skill book.

Option 2. In Riker's shelter we read 3 parts of the book “The Essence of Existence”, they have the correct answers: “drive out melancholy”, “freedom within the laws of the universe”, “morality is a flow”.


On the eastern slope we approach a flower altar in front of a huge tree. There is a glowing liquid spilled nearby, collect it and use the “Blessing” spell on the flower. After this, one character will be dragged down by Glann, the elven offspring (lvl. 11). Let's go down with the rest of the squad. In battle, Galann will summon more and more living stumps, do not pay attention, if you kill the boss, all living trees will disappear on their own. Galann is being treated for poison and is vulnerable to fire, so we throw it at this boss.


Quest: They Shall Not Pass (Completion)

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

We fight with 4 insects, the Deadly fiend of the void (lvl. 9). Marie Pruitt will help us in battle. After the victory, we lower the bridge over the river, and the mother will meet her child Barrin. Together they will go to the masters' barracks in Driftwood.

In an abandoned house on the nightstand by the bed we take Marie's hatch key, in the large room we open the hatch. In the “Cellar of the House on the Bridge” dungeon, near the first torch, press the lever. The second room does not open, but we can teleport there. In the cave we find 3 floor buttons, but nothing happens. In the far corner, along the lowered chain, you can climb up to the well.

4.6. Black mines
Divinity: Original Sin 2. Walkthrough

Far in the east, the entrance to the mines is guarded by 2 Venom-winged fiends and 2 wild boars (level 13). In battle we will be assisted by 2 masters.

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

We find it near an oil rig Oily key.


Quest: On my last legs

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

If you saved the family, the mother will ask you to save her nephew, who was hanged on an oil rig. There is a locked gate ahead, there are 5 more masters near them, we don’t touch them for now, they will be needed later. You can get through if you show your travel pass, or through an underground tunnel in a neighboring house.

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

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

The captive Gvidein will be freed immediately after the start of the battle, and will help with the magic of the Source, but he will cause more problems than all the enemies. It’s hard to survive here, but protecting a prisoner from death is even harder. He will constantly run through the fire and will need to be restored. You can't teleport him, because this is an ability that deals fall damage, and having received damage from us, he will begin to consider us an enemy. You need to have magic or scrolls with you to constantly restore your magic shield so as not to burn out.

Option 2. If we avoided the battle, Gwydain will die, and Jonathan will move to the lower right corner of the location. Quartermaster Anna is also sitting there, from whom you can buy good things. The masters do not allow you into the cave; you need to go there without them noticing.


Quest: No Exit

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


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

Inside the building, 2 white masters (level 16) are pulling out the source from 3 prisoners, nearby are a couple of dogs and a silent guard. We enter into battle with them. One of the masters can escape and hide on a ship. After the victory, we find a note from one of the enemies on how to safely get through all the traps in the Black Mines excavations.

Excavations

Quest: Dark Deeds in the Black Mines (continued)

In the cave at the very beginning, everything is blocked by traps, it is better to first go through the thief hero and neutralize them all. To turn off the fire, you will need to place strong boxes on the sources, and there are only two boxes, you will have to rearrange them. It's easier to teleport or run quickly.

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

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

Ruins in a cave. Vampires and masters (level 13). The hiding place is upstairs in the wall. There is a rusty key under the waterfall. Second fragment.

Triangular monoliths, visions. Tablet of the Eternals.

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

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

The correct sequence will turn off the force field ball, inside we examine the two side boxes, we find the item Ancient stone tablet. Before opening the central sarcophagus, we make sure to save; a boss will appear, for whom we may not have enough strength yet, and we will have to kill him much later.

Eternal Etera (level 14). An ancient deity appears, an enemy of our 7 gods. She is much more powerful than us, but it is possible to kill her before she has just awakened and regained her strength. In battle, the goddess summons frost hounds, they have almost no magical armor, and they can be immediately lured to her side with enchanting spells, arrows or grenades.

Riker's Asylum

Having obtained the tablet, we return to the graveyard to Riker. He is not in the room, we go down the hatch at the side wall. A torture chamber is equipped in the personal chambers. In a conversation with Riker, we do not give the thing away; first we ask him to teach us how to control the Source. In the end, in any case, the owner of the graveyard will attack us.

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

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


Quest: Opposites attract

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


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

4.7. Paradise Hills
Divinity: Original Sin 2. Walkthrough


Quest: Three altars

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

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


Quest: Test of all seasons

In the forest, in one of the clearings, there is a bowl of fire, around it there are 4 tree statues, symbolizing winter, spring, summer, autumn. The tongue of the flame poses a riddle: “Winter greets us with blizzards, blizzards and ice, In autumn lightning will streak the sky with a thunderstorm, The heat comes with the fiery haze of summer, Spring will quench thirst with its scarlet vine.” You need to use the appropriate elemental spells on 4 statues, but not all of them are suitable.

1. Spring - bloody rain or blow from an ally.

2. Autumn - electric steam.

3. Summer - fire ball.

4. Winter - icy hail.


Quest: Funeral rites

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


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

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


Quest: Buried Past (2)

Gareth buries his dead parents. There are two paladins standing near his house. To the right of Gareth you can find the gloves of his parents' killer. The paladins do not allow you to enter, you need to either negotiate with them or kill them.

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

From the ghosts of our parents we learn that the killers were controlled by the white master Jonathan. Gareth asks to kill him and bring proof. Jonathan is located in the Black Mines near the oil rig. After killing him, we take his ring and bring it to Gareth. After this, Gareth will return to the ship.


Quest: Dangerous to yourself and others

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

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

1. Move away the scalp and begin sawing through the skull with a saw.

3. Close the wound quickly.

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

Abandoned flayer sawmill

We go north, there will be traps on the way, we attack them from afar with fire. At the sawmill we find a detachment of Lone Wolves. Here we turn on the world of spirits and see many ghosts. Each member of the “Lone Wolves” has some kind of sins, and therefore they are haunted by the souls of the murdered.


Quest: An eye for an eye

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


Quest: If we don't wash, we'll ride

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


Quest: Bitter medicine

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


Quest: No laughing matter

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


Quest: Log like a log

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


Quest: Valuable loot

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

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

Northern glade

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

In the clearing itself we find the cart of the Sadhi lizard - this is Red Princess. If there is a Red Prince in the party, they will retire to the carriage. After this, 5 killer lizards attack (level 14). During the battle, the princess will disappear from here, and the lizard will have to continue searching.

Fault

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


Quest: Sudden Lovers

Through the rubble we get to the eastern house, inside we find the girl Almira and Master Mikal. The two of them ran away from a dangerous place. Mikal is wounded, but he cannot be healed because there is an aura of corruption around him. Almira asks for help with this.

In the farthest north-eastern corner there is the dragon Harbinger of Doom (lvl. 15), it is from him that an aura of corruption emanates, preventing him from being treated. In battle, he is helped by the undead masters whom he captured. The dragon himself constantly flies from the tower to the rock. We place a couple of warriors in one place, a couple in another. An archer and an assassin work well here, as they can strike from any distance.

We return to the couple’s house and receive a reward. We can offer them to move to a safe place: to Driftwood (perhaps they will be killed there), or to their ship.


Quest: Almira's request

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

4.8. Monastery Forest
Divinity: Original Sin 2. Walkthrough


Quest: Trader Eithne

The undead Eithne is a librarian. During our introduction, we answer that we are not from the Black Circle. You can buy many books with necromancy and transformation spells from her. In the conversation, she asks to bring her a chanterelle mushroom, but the quest text says that she needs the “Corpse Explosion” skill book.


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


Quest: Window of Opportunity

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

After the rescue, Hannag asks to also save her student, who took refuge in the Black Mines. If we saved him, we tell him about it. If he was hanged, Hannag will not teach us, but will give us a book about the Source.


Quest: Three altars (2)

In the western dead end in front of the altar there is a huge monster - the Weeping Abomination (lvl. 14) and 5 black wolves (lvl. 13), which strengthen the already strong monster. The werewolf needs to be constantly stunned, if it comes to his turn, with many power-ups he will have almost endless action points, and he will kill even the most strong heroes. After the victory, we activate the second altar.


Quest: Bestial treatment (2)

On the northern cliff, a murdered witch flying on a cross is the corpse of Alice Alisson (level 15). A very strong opponent, her aura reduces all characters by 400 health per turn. We leave it for later, when we get at least level 16.

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

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


Quest: Monster Hunter

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


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

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


Quest: Lawyer

On the southeastern coast of the island we meet a detachment of demons and their leader, Lawyer. Here we see Malaise communicating with the gnome, but she immediately leaves the island. We can bet 500 gold with the gnome Basatan about the case of Illness, whether she can cope or not, without knowing the details of this case.

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

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

If after this we kill the Lawyer himself, we return to the hunter Jaan, he will increase our maximum supply of Source.

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


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

On the western bank of Myrvl the damned (level 15) - 3 demons and 3 dogs.

On the northern shore we find a blacksmith's forge, take 2 silver ingots nearby, use them on the forge, and as a result we will smelt them Silver lever handle. There should be 3 of them in total.


Quest: The Forgotten and the Damned

Near the fire, at the entrance to the bridge made of fragments, we find a map of the island, it shows three statues, an archive and a forge. Near the Lawyer's detachment we examine the statue, there is some kind of secret under it, but we cannot move it.

In the northeast, at the turn, we inspect the mountain of earth, dig it up, and find a hatch underneath it into the basement.

Archive. Below we find the library and the Spirit of the Archivist. We open the secret door between the cabinets, we find Anathema sword hilt, nearby in the tenebrium chest green teleportation pyramid And book "Taming" sacred fire" , this is the music of which you can destroy 3 statues covering the hatches.


With the help of music, under each statue we discover a dungeon where creatures possessed by demons are imprisoned. Near the locked doors there is an empty recess for a lever; we use fused silver handles. In addition, you need to turn on the spirit world and negotiate with each guard to release the prisoner. (If it was not possible to reach an agreement, then the spirits can be destroyed later by receiving the “Draw Source” spell from Siwa). To free the prisoners, you need to break 4 pillars with chains with shots. Each prisoner has his own separate quest.


Quest: Silent

Dungeon 1 - Possessed Child (lvl. 15). Before release, you need to negotiate or fight with the cat. After this, we can teleport the child to our ship.

If we have Lowse in our party, she can convince the demon hunter Jaan to join us and move to the ship. When both are on the ship, Jaan will cast a spell on the two.


Quest: Shackled by Pain

Dungeon 2 - Possessed Dwarf (lvl. 15). The demon grows stronger in pain.

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

Option 2 - we are trying to cure. We hit the gnome until he falls, use “Death Denial” on him, and hit him again. After two falls we break the chains, the demon will come out without killing him. We finish off the demon. He takes over the character who hit him 2 times in a row. After the victory, we talk to the gnome and receive his cache as a reward.


Quest: Sublime Deception

Dungeon 3 - Rajarima lizard (lvl. 15) - possessed awakened one. In battle, kills everyone with one massive spell. To win, before the battle we separate the characters and place them in different corners of the room. After surviving the first spell, you will have a chance to win.


Quest: Secrets of Blood Moon Island

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

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

Conditions necessary for sailing from the continent:

Get 3 Source magic cells;

Learn the spell "Draw Source";

Find out the location of the Nameless Island;

Help Gareth avenge his parents;

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


3 cells. The following can help us increase the supply of Source:

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

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

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

Hunter Jaan in the Monastery Forest (you need to kill the demon Lawyer on Blood Moon Island).


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


Island location can suggest:

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

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

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

Meet Gareth in Paradise Hills, near his parents' house. Enter the house, communicate with the spirits;

In the Black Mines on the oil rig, kill the white master Jonathan, report this to Gareth.


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

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I think we are all heroes if we are caught at the right moment. There is something noble and worthy in all of us. And the rest of the time we are all much less heroic.

film “Hero” (1992)

Long ago, Rivellon flourished. People lived in harmony with each other, magic gave only joy and smiles. But while the people were enjoying life, the Lord of Chaos was carefully preparing for war. He struck suddenly, but still received a worthy rebuff. I licked my wounds, tried again and lost again. But he is not alone: ​​too many have died for the world to return to its usual measured life.

The sorcerers from the Dark Circle quickly found a way out: to summon the Lord and incarnate him in a human body in the hope that he would rule them and bestow them with untold knowledge and wealth. No one except a handful of the best minds realized this danger, and then one of the oldest magicians, Zandalor, went in search of someone who could stop the evil from entering Rivellon.

Not soon, but the warrior was found. He challenged the Dark Circle and underwent a dangerous ritual, after which he became deservedly called the chosen one of the gods. Having acquired divine powers, the hero fought legions of demons and defeated necromancers. To finish what he started, he was going to fight the Demon of Lies, but he was not afraid of death. On the contrary, he grinned in her face, because the Dark Circle managed to complete the ritual and the Damned One came to this world in the flesh. The Chosen One defeated the Demon and, stepping over his body, saw the baby on the terrifying altar. He was a warrior, but not a killer, and his sword fell.

So the mistake of one person became fatal for the entire Rivellon.

The chosen one took the child to himself and named him Damian. He raised him as his own son, and the wizard Zandalor became the child's wise mentor. Years passed, the boy turned into a young man and met a beautiful girl whose name was Igraine. They fell in love and began to study forbidden magic together. For the time being, this remained hidden from the Chosen One, and Damian became more powerful every day.

One day, the hero of bygone times accidentally learned that Igraine was the daughter of one of the necromancers of the Dark Circle, and he personally cut off his head! What could this girl and his son have in common? The answer popped up in his head instantly, but the Chosen One was afraid to believe it. The girl was captured and imprisoned, where under torture she admitted that she had been sent to awaken Damian's dark essence. Without further ado, Igraine's head was cut off. But before the executioner had time to lower the blade, the son of the Chosen One burst into the hall and chained his soul with the soul of his beloved. Following this, he disappeared.

The Dark Circle sorcerers began to gather an army, but Damian was not interested. He wanted revenge and made mistakes in the heat of the moment. His adoptive father cunningly banished him to another dimension, but contrary to logic, the Lord of Chaos did not die. He remained outside the world and accumulated strength while his subjects burned Rivellon and killed its inhabitants.

For a long time, the war did not stop, and then the Chosen One entered into an alliance with the fiery knights - adepts of dragon magic, who could turn into ancient creatures and seemed invincible. No one could have imagined that one of them would soon stab the Chosen One in the back, and he would die before the end of the war.

The damned took revenge and recalled the troops. Rivellon gradually began to come to his senses, still afraid of Damian's new coming. But he was in no hurry, and people got used to the idea that there was nothing to be afraid of. Their only enemies were the fiery knights, who were persecuted.

This is how a squad of dragon hunters appeared. They were prepared to fight traitors throughout their lives, firmly believing that this was the right and necessary thing. Until one appeared among them who turned from a hunter into a dragon. With his arrival, Rivellon changed again, this time irreversibly.

Thirty three... fun

Where should a young dragon hunter go? Or a fiery knight? Doesn't matter. How to find yourself in this big, unfriendly world, where goblins and robbers terrify civilians, where ghosts rage in the dungeons, and a pleasant-looking miller can easily turn out to be a wanted alchemist, on whose head the guild of assassins has placed an impressive sum?

What to do if you don’t want to meet your destiny yet? Help your neighbors, what else! To bring justice, to bring democracy. No, it’s better to do without the latter. There is plenty to do in Rivellon: small villages with a lot of problems for local residents, fortresses of the Praetorians and dragon hunters, lonely travelers in the forest, hermits in caves...

They all need help. The alchemist cannot collect the ingredients for the potion, the swineherd's pigs were taken away, the husband found out about his wife's infidelity and demands justice, the soldier pocketed the money of a greedy merchant, the guards got drunk and are rowdy, the magician got confused with the runes and is starving, and one poor fellow was crossed with a chicken with a spell. How can you get by here? Impossible to refuse!

Fun tasks are matched with the character's caustic remarks and comments on what is happening. Reading the tombstone inscription “Lucky Vili is buried here” will certainly be followed by the phrase “At the end of his life, his luck changed.” Does a villain not like it when the name of his enemy is mentioned in front of him? "Makhos, Makhos, Makhos, Makhos"! The main character rejoices like a child, is insolent, bullies his interlocutor, but does it so charmingly that one cannot dare to call him a hooligan and a scoundrel. And how can it be, because before us is a hero of global scale!

Every little detail is given attention, almost every moment is presented in a humorous tone. Here you are wandering through a gloomy cave, at any moment a wight can jump out from around the corner, and you come across a library with a mute goblin. Approach a shelf of books and think about what to take. I wonder what House's "Anatomy" is? The character flips through a couple of pages and says, “Looks like someone was really into lupus.” What do you think of the ugly dancer named Salome? A pair of necromancer sworn enemies - Franken Stein and Igor Helsing? Killer Rabbit from Monty Python? Even the description of the character's characteristics is made in the style of "You have the grace and mobility of a lame stool."

Only dragons go into battle

Jokes aside, sooner or later you have to leave your native land to go on a long journey full of dangers. The hero will inadvertently turn into the one he was going to finish off just a couple of seconds ago - a fiery knight. And what will begin here! Other worlds, castles in the air, battles with dragons and adherents of the Dark Circle... No, we can’t retell everything, so we’ll focus on the most important.

What to become: a priest, a magician, a warrior or a ranger? Tired of constant choice? Forget, in Rivellon anyone can become anything, even an archer with a staff in his right hand and a sword in his left. Where's the onion? Well, it didn't work out. The developers decided on a mixed role-playing system that will invite you to develop not only the chosen class, but also the skills of others. Healthy? Still would! It’s just not always necessary, but that’s not what we’re talking about.

Have you decided? Great, now you can wallow in the abyss of intrigue, betrayal and other small joys of life. At your service, roleplaying the role of “Bad/Good Hunter”, many additional tasks, several options for the development of events and... a single ending. This seems to be becoming a series tradition: a surprise, open ending that almost spells out "To Be Continued."

But while he is far from it, the main character, in a difficult battle, recaptures the Tower of Power from the necromancer and settles in it, surrounded by his subordinates. What it is? A massive structure, once built by the great magician Makhos. The only one among the people, he mastered the power of true dragons and conducted fantastic experiments in the tower. But its center was and remains the throne room, in which warriors were initiated into ardent knights.

Now a bard and a dancer are waiting for you near the throne, and three messengers nearby, ready to go for potion ingredients at a moment’s notice. A blacksmith, an alchemist, a combat master and a necromancer settled in other halls. The first one forges enchanted weapons, the second one brews potions, the third one improves skills for a substantial sum, and the last one creates a necrosaurus - your pet Frankenstein monster.

On a note: The main character has a stone that can instantly transport him to the tower, wherever he is. There is a trick associated with this that makes life much easier: during a hot battle, when the potions are running out and there is no strength left for the battle, you can return to the fortress, rest, stock up on supplies, and rush into the fight with renewed vigor.

Cozy place, nothing to say.

The most important thing a character gains in the Tower of Power is the Dragon Stone artifact. With its help, he can turn into a powerful lizard and go to places where no human has gone before. Flights significantly reduce the time needed to get from point A to point B, but are fraught with consequences. Firstly, Damian's dragons and predatory wyverns scurry back and forth. Secondly, the Damned One has set up various watchtowers, from which constant fire is fired at the beast.

The main problem of being in the body of a dragon: it is strictly forbidden to attack ground targets. It's not that it can't be done, it's impossible! As soon as you transform, all enemies that remain on the ground disappear. This is a great move for balance, but when the hero turns back into a human, he risks finding himself in the middle of a crowd of goblins or bandits. Not the brightest prospect.

Lost in translation

The bright colors and special effects look great, but the detailing of some levels and characters is disappointing. There are also some problems with optimization, but this is a technical matter: patches will fix everything.

It's no secret that Divinity 2 was originally released in its native language, German. Then the Russian version appeared, and only then the English version. Did the English actors manage to outperform the German ones? Without a doubt. Did the translators manage to leave the text colorful and lively? Not everywhere. Everything seems to be translated correctly, but something is missing. Yes, and there were some mistakes. So, for example, Damian’s beloved became Igraine, although in fact her name is Igerna, and in a conversation with the bard you can choose the line “Let’s get out of here” and instead of farewell words he will play a Russian ballad. This is unlikely to be its name.

Perhaps these are the most serious shortcomings. For all its apparent simplicity, Divinity 2 is inviting and seriously addictive, forcing you to play a role and constantly choose. Of course, you can do without all this and get to the final video in three to four hours, but why? It’s much nicer to spend forty, but settle down in Rivellon and feel like a real fiery knight!

Almost every trip to a huge, full of dangers the world begins with character creation. No one is pushing you, so you can feel free to try to give the hero your own appearance or give him some special features, such as scars and tattoos. Who will he be? A highway bandit? A knight without fear and reproach? Will he become a good friend to everyone he meets or will he turn into a destroyer and bloodthirsty killer? Although we do not know the fate of the ward, appearance already partially determines it. Well, after character creation comes the most important point in the life of every hero.

The most important choice

Who to become? Priest or archer? Mage or warrior? What weapon to use - one-handed or two-handed? Or maybe, well, it’s better the old fashioned way, with fists? But you can get hurt: those goblins are so tough and prickly! No, you need to think carefully, otherwise you will have to replay because of the wrong choice.

Enough! Want to mix classes? It’s been a long time since you tried on an archer-priest or a warrior-mage, and even in such a way that it wouldn’t turn out like hell? Please, for God's sake! Everything is possible in Divinity 2, but is it really necessary? We have four classes at our disposal with their own set of skills, and for starters the talents of a dragon hunter.

  • Priest. Specializes in summoning creatures, potions, intimidating opponents and playing hide and seek using invisibility. By itself it is useless, like a stool without legs, it needs additional skills. At least some, otherwise he will die.
  • Mag. A pure pyromaniac, he only knows how to handle fire: the other elements not only passed by, but walked around three kilometers. He can’t call anyone, but it’s better to stock up on a bucket of water: if he wants to fry, it won’t be enough.
  • Warrior. " Tank", he is also a "tank" in Divinity 2. He knows a bunch of different techniques, can easily sweep away a dozen opponents and leave with a chest of gold in one hand and a beautiful princess in the other. In theory. In practice, until the middle of the game he receives a slap in the face from almost everyone he meets.
  • Pathfinder. Archer in at its best: shoots stun, explosive and poison arrows, can hit several targets at once, can remain unnoticed and much more.

It’s practically impossible to do without a mixture of classes (why practically - just below), you can develop in any direction, even to create a warrior-priest. But this is not entirely unprofitable. Why? Be patient, we are almost at the answer.

Each character has five main characteristics:

  • Vitality. Determines your health reserve and does not affect anything other than it.
  • Spirit. Responsible for the amount of mana needed for spells and most skills.
  • Force. Affects melee damage, ability to take a hit, and build.
  • Agility. Responsible for damage during archery, protection from arrows and reaction.
  • Mind. Determines spell power, magic resistance and will.

In Rivellon everything is different from everywhere else. No matter how good the armor is and how well it can withstand blows, it may turn out to be completely useless when meeting with a magician or archer. Forget about inscriptions like “Protection 32” or “Armor 68” - it won’t work here. You have to choose between resistance to blows, arrows and magic. This means improving completely unnecessary characteristics.

Let's take a warrior for example. Why does he need to read books, skillfully use a bow, pore over spells? The main thing for him is to wave his sword and hit his enemies. That is, the main military parameters are strength and survivability. However, he will not last even five seconds in battle if he is not reliably protected from spells and arrows, and there are more than enough archers and magicians. There is not a single detachment that could do without their help. So you have to work on all characteristics at the same time, even on spirit, because without mana you cannot use talents.

This applies to all classes except Ranger. Why? He does not need to improve either his spirit or his strength: he can shoot from a bow just like that, without wasting magical resources, and resistance to blows is generally unnecessary - no one will have time to run up to a normal archer, and if this suddenly happens, you can always jump back or roll away sideways In addition, the ranger is absolutely self-sufficient in his skills: he is the only one who does not need the skills of another class, while everyone else cannot live without it.

What can a real hunter do?

Regardless of your choice, it is necessary to develop the makings of a dragon hunter in the hero: it’s not just that he spent half his life trying to become the best of the best. Contrary to popular belief, this is not a separate class at all, but a list of vital skills, like juggling on a bar counter after a bottle of ale and turning into a killer hamster.

  • Mind reading. While most role-playing games ask us to intimidate or charm the interlocutor, in Rivellon anyone will make contact after you rustle in their head. For this, experience points are removed from the hero, and this skill allows you to reduce costs by up to 30%.
  • Wisdom. If experience disappears somewhere, it means that somewhere it appears in an additional size. This skill increases experience from each defeated carcass up to 10%. Frankly speaking, a dubious prospect.
  • Picking locks. An extremely important and useful skill: as in Oblivion, there are a lot of locked chests, the keys to which do not exist in nature. In the second half of the game, they contain many important things - for example, skill books and armor for the dragon. Naturally, this beauty is not lying around just anywhere, so don’t be lazy and teach your character all the intricacies of hacking.
  • Endurance. Have you thought about extra health points or something like that? Past the cash register; “endurance” is used here in the literal sense: this skill increases the number of objects that the hero can carry on his hump. Nobody needs the final 180, but 140 is just it.
  • Fist fighter. Want to knock out skeletons and demons with one blow? Then you've come to the right place: the skill significantly increases damage in fistfights. But there is a small nuance: your character now becomes suicidal, because it is unrealistic to live in Rivellon without weapons.
  • One-handed weapon. A sword in one hand, a shield in the other is a common combination among those who do not like to take risks. Although it doesn't make sense in Divinity 2 due to the lack of traditional defense, the talent allows you to deal more serious damage when using a one-handed weapon.
  • Shield fight. The scheme is the same, only the defense increases along with the damage. Thus, the previous skill loses all value, because development points are not endless and it is better to invest them in something valuable.
  • Dual weapons. Instead of improving attack power, this skill weakens it: it slightly increases the power of a blow with the dominant hand, but completely reduces the damage from the second weapon. This, as you understand, is of little use.
  • Two-handed weapon. Having chosen the path of a warrior, it is better to use long swords and impressively sized axes: they hit much harder than ordinary ones, and standing two-handed blades come across much more often than ordinary ones. So try to improve this talent as much as possible.

Dragon Essence

There are many such beauties circling around castles in the air.

One of the main features of Divinity 2 is the ability to travel around Rivellon in the form of a dragon. Just press one button, and the hero will soar upward, turning into an ancient beast. You can fly anywhere and however you want, as long as you don’t get stuck anywhere and spit away from your enemies in time. Something, fire, of course! Damian has placed ballistas, towers and towers of lightning everywhere, which strive to scorch the wings of the newly-minted bird. In addition, the air is constantly patrolled by dragons and wyverns of the Damned, so before continuing your journey, find their nest and burn it to the scaly grandmother. Yes, the son of the Chosen One tried hard to ruin the hero’s life: in comparison with his machinations, the air shields of the Praetorians and hunters seem like childish pranks.

Flying doesn't just bring trouble: there are plenty of places you can't reach on your own two feet. For example, wyvern nests or caves in the rocks. And in castles in the air there is generally nothing to do without regular transformations.

On a note: “Dragon Stone” can be used almost at any time, which allows you to get away with it in most situations. Let’s say the animal has been hit and is about to glue its flippers together. Treating him with potions is an activity doomed to failure, because the dragon has much more hit points than humans. It’s much easier to turn into homo sapiens and, in this form, uncork a bottle of red infusion: the character’s health is directly proportional to the health of the dragon. Most air battles are won this way; kamikazes are not honored in Rivellon.

Along with the ability to transform into a winged-membranous creature, you get the opportunity to dress it in various armor (from head to tail), which improves two main characteristics (attack and defense) and seven skills. Yes, they are also included, although they are completely independent of the character’s level. Skill points can be obtained by reading the next “Dragon Skill Book” or by delving into the head of a respectable interlocutor. For example, the ancient dragon Patriarch.

  • Dragon flame. No miracles: the higher the skill, the more thermonuclear the pet’s fire. Breathing on enemies is almost useless, but buildings collapse very quickly.
  • Dragon's roar. Creates a wave of energy that damages everything it reaches. It sounds good, but in practice it is of little use: the roar has no effect on buildings, and there are never so many opponents that it is impossible to escape. Yes, and hitting everyone is a stupid thing to do.
  • Fire sphere. Popularly known as “fireball”. A powerful blast of fire that can destroy an enemy tower with the first hit and kill even the strongest enemy. Without this ability you can’t go anywhere, so improve it completely.
  • Call of the pack. No, we can’t call our lizard friends, they were all killed long ago. But summoning a wyvern is fine. You need to use it as cannon fodder or to distract the enemy (this is how the level is passed before entering the Hall of Reflections), but don’t even think about getting into a fight as a couple - they will kill both “birds”.
  • Transformation of a dragon. Don't have the time, energy or ability to fight your enemies? Turn them into ladybugs and calmly, without unnecessary fuss, prepare a crispy breakfast. The skill is excellent, but as practice shows, you can do just fine without it.
  • Dragon Shield. If you get into a serious scrape, you can create a barrier around your pet, which will absorb some damage, but eat up almost all the mana. It doesn't last very long and is no good in serious skirmishes.
  • Dragon spirit. Over the course of several seconds, it restores the dragon’s health, and does this much better than potions. A very useful and useful talent in the household.

Tower of Power

Having defeated the evil necromancer, the hero becomes the rightful owner of the so-called Tower of Power - a high citadel where you can always relax, stock up on goods and communicate with a bunch of subordinates. What should you visit first? Undoubtedly the throne room. At the entrance, an inseparable trinity of messengers awaits you, who are ready at any moment to go in search of precious stones and rare plants. Near the throne itself stand a bard and a dancer with the characteristic name Salome. Her shudders are far from the Dance of the Seven Veils and evoke a slight smile instead of delight. A completely different matter is the songs of the bard, among which a Russian ballad was discovered quite by accident.

After enjoying the performance of a local ensemble, the fiery knight may get tired, so take him to the bedchamber: the entrance to it is behind the throne. From here you can move to any point known to you thanks to your personal travel arrow, and also put treasures in a huge chest, the key to which you have. The master of illusions (another owner of a characteristic name) Hermaphrodite sits at the table in front of the fireplace. Since ancient times, knights have used the services of these people to remain unnoticed when a bounty was announced on their head. Shave your beard, get a tattoo, change your name or even your gender - Hermaphrodite will fulfill your every command.

A little further, on the balcony, the warrior Shashan looks into the distance. This girl with a difficult fate took upon herself all the burdens associated with the tower: hiring messengers, strengthening and repairing the halls. At any moment, she will sell you everything you need and buy up unnecessary things.

Who else lives in the Tower? Your faithful subjects who work tirelessly day and night. You yourself can choose who will join you and who will die, being unworthy of high honor. The combat master will improve your skills and abilities for hard money, and will also provide messengers with light armor - you don’t want them to get beaten up in battle? After all, then the poor fellows will have to be treated by an alchemist, and he charges very dearly. True, he fully earns his money and brews the best potions in Rivellon. Not like this necromancer, who would only saw, chop and cut in order to sew another bloodthirsty monster. His assistant is no better - he sells body parts: arms, legs, heads and torsos. Communication with this couple will not leave pleasant memories. Unlike the polite blacksmith, who will enchant weapons and forge swords for messengers.

Are you somehow dissatisfied with the result? This means it’s time to improve the workplace of your subordinates. Yes, that's right: the master must carry out the servant's instructions in order to receive benefits. Find an ancient tome, take away a magic ring, kill a powerful necromancer... Do this, and you'll see, everything will change in the blink of an eye!

Necrosaur

Did you really think that the necromancer in the tower was just for fun? No one needs a crazy butcher for nothing if he continuously cuts up corpses and makes his deathly funny jokes. But no, a gloomy scientist can create Frankenstein's monster, so to speak, mold it from what was. Obtain the necessary body parts (or buy from a merchant) and order the servant to begin. You define appearance pet, its abilities and characteristics.

You can summon a necrosaurus at any time. Unlike the dragon wyvern, it actually has benefits: the scary creature tears enemies apart with its claws and fangs, and can even use magic. The second option is more acceptable, because strong opponents can attack the necrosaurus in close combat.

On a note: Summoning an “animal” costs exactly half your mana. It doesn’t matter how much you have - 400 or 2000. Don’t forget about this and drink the potion right away, otherwise an unpleasant surprise will await you at the beginning of the battle.

Today our journey to Rivellon has come to an end. Next time we'll talk about how to create the right character who can easily deal with even the most ferocious opponent. See you!

1 2 All

“Everything happened as I expected. Just a drop of the magic of the Source... And like flies to honey, monsters flocked. The rabble panicked and the massacre began. The masters pointed their fingers at me. Just as I planned. They put a collar and shackles on me and sent me to Fort Joy. I came here to kill the awakened. But instead I became part of their story.”

Part - 1: Prologue / Fresh Breeze

Divinity: Original Sin 2. Walkthrough

After the character editor, the newly created hero or heroine will be on the ship. Go to Master Xiven, examining various objects along the way. The girl will tell a story about who you were once an extremely dangerous magician, but now you pose no threat to anyone, since a special magic collar hangs around your neck.

As soon as the dialogue ends, open the doors and go into the corridor: on the side you can see two more masters and a pool of blood in the next cabin. Go inside and talk to Magister Waters: she will ask you to help find the culprit of all this horror. Now leave the cabin - the opposite door will be locked. Go to the main room further in the center.

In the large lower deck of the ship you will come across a bunch of Masters and other different characters, who are also wearing magic collars, and some of these characters will later become your faithful allies and companions, so I recommend getting to know them all.

Near the doors on the right side will be Master Victar and a comrade named Ifan ben Mezd. The point is that the master will accuse Ifan of murder. You can refute absurd suspicions. There will be a locked door nearby, and if you hold down the “Alt” key, then you will find a key near the bed, after which the door can be opened with this key, but the next door cannot be opened.

Go to the doors on the left side - Master Paidy will be standing here. After talking to him, he will let you inside. A scene will begin inside, in which a strange woman named Windego and several masters will take part (and if you play as an elf or an undead in the form of an elf, then at the crime scene you could eat the flesh, after which a vision would appear, which again indicates at this strange woman). In any case, the outcome of the conversation will be the same: Windego rips off the collar, creates an explosion, after which the masters die and the character loses consciousness.

As soon as the character comes to his senses, you can quickly search all the chests and boxes nearby. If you return back to the large room, then you will find all the companions on the lower deck lying unconscious and their attempts to rise will be in vain.

In any case, in the room where the explosion occurred, there is a staircase that leads upstairs. On the right side there is a cabin, inside of which the Masters' dog will stand. If you chose the “Friend of Animals” talent when creating your character, then you can talk to the dog or, if desired, kill it. There is another door nearby in the same cabin, but it will be locked. The door in the next cabin, which again leads to the same room, is also locked. Therefore, go further into the large room.

In the center there is a locked door with a skull on it. The key to the doors is located nearby - on the right side on the body of the murdered Master-Priest Mevin. The path to the corpse will be blocked by fire, but it can be easily put out if you shoot at a barrel of water. The undead elf Fain will be sitting nearby in a dead end (provided that you yourself are not playing as Fain’s undead). In any case, if during the dialogue with him you choose the second answer, then you will receive +2 to your relationship. Use the key to open the doors, but behind the door there will be the territory of the “Mist of Death”, so going there is deadly (if you are not playing as an undead character). In any case, go up the side stairs.

On the deck of the ship you will have to fight with several rather large insects called “Vile Fiends”. But nothing too complicated - just training tactical battles. On the other side of the board there will be a boat with a surviving prisoner. During the dialogue, the character offers to save the rest of the prisoners and recommend agreeing to do this, so go back down to the bottom.

Now, upon arrival on the ground floor, it turns out that all the characters have come to their senses and are independently fighting hostile insects, thereby clearly demonstrating their combat capabilities. After a little clearing, return with them back to the boat to escape from the sinking ship. As a result, the character lags behind the group during the rescue, remains on the ship and is saved only thanks to the wreckage (if you refuse to go down to save the other characters, then everything will happen quite the opposite: you are saved on the boat, and the rest of the characters are saved thanks to the wreckage).

Part - 2: Fort “Joy”


How to beat Divinity: Original Sin 2

"Coast"

Part - 3: Awakened

Divinity: Original Sin 2. Complete walkthrough

"Ship Lady Vengeance"

(?) Quest: “Mistress of the Seas”

There will be many dead characters on the ship after the assault. First of all, talk to Gareth and Illness, from whom you will learn that the ship is actually alive, because it is built from a special and unique tree, so in order to set sail, you will first have to negotiate with the ship.

Location: "Upper Deck". Now go down into the hold. Even though the companions have gone their separate ways, they can still be brought together if you go through all the decks. On this deck you will only find half, so go lower.

Location: "Lower Deck". At the bow of the ship there is a cage, and inside is the crippled but alive Bishop Alexander. In the center of this floor there is a magic mirror where, if desired, you can change the appearance of your character. There are special doors at the back of the ship that you can talk to. But before you open the doors, look for “”, which will indicate the password that is important for further passage - “”. However, that’s not all: ask to go inside the cage to Alexander to examine the body and take another important item from his clothes - “”. And only after that do you return back to the magic doors to use the password and stone you found.

Location: Dallis Cabin. In a locked cabin, the heroes will stumble upon a craftsman named Tarkin. He will tell the story of how he became a prisoner of the witch Dallis. He can be trusted and thus kept alive. In addition, it will be possible to buy many useful items, so take that into account. In any case, after the conversation, examine the bed - on the right side of it there is a pressure plate. After pressing the stove, one of the cabinets will move (you will immediately notice which one it is). Next, choose another hero and click on the stove, which is already located behind the cabinet that has moved away. As a result, a secret room with valuable treasures will open.

On the large table right next to Tarkin there will be a “”. Be sure to take the pyramid to use it and thereby move to the secret room. However, after teleportation you will have to fight with two geysts who are level 8. After winning, take "".

Now you can safely go back up and activate the living sculpture of a dragon on the bow of the ship, thanks to the song from the book (which was found earlier). As a result, the ship will obey your hero and you can then talk with Illness, who will tell you that you need to go to Driftwood to meet with Meister Siva.

"Open sea"

On the way, your ship will be attacked by another ship and it turns out that this is the ship of the same witch Dallis. However, in addition to this, there will be an unknown and mysterious person in a cloak. Enemy leaders will not take part in battles, but will provide all possible assistance with spells. Geists (2), masters (3) and bloodhounds (2) will oppose your team. Of course, the forces will be unequal, so there will be no way to defeat them, but the main task is not to defeat them, but only to protect the Ailment for five turns until it casts a large-scale spell.

The most dangerous will be the Geists: they will cause serious physical damage and can teleport straight to the Illness. Therefore, I recommend that you hurry up and remove either magical or physical armor as quickly as possible, and then use some slowing spells: strike the ground, throw a stone, freeze, maim, sleep, or a stunning arrow. As for the masters, they can also quickly move straight to the Illness, but they can only do this once, so after that it will be possible to teleport them or the Illness to some other safer place. In the end, constantly use some healing spells, stone skin (if you have one) and magical protection (again, if you have one in your arsenal) on the Ailment. All this will allow you to hold out all five moves until the key moment.

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The note: If you do not kill a single enemy during the battle, then you will receive the achievement. If on easy difficulty you manage to kill absolutely all the attackers, then again you will receive an achievement, but this time it will be different.

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(?) Quest: “Into the Halls of Echoes”

This time you appear in features. All the patron gods will be represented in them, but they will be tied and suspended from the tree of emptiness. There are seven gods in total: “Zorl-Stissa” - God of lizards, “Tir-Tsendelius” - God of elves, “Dune” - God of dwarves, “Vrogir” - God of orcs, “Zantezza” - Goddess of demons, “Amadia” - Goddess of wizards , “Ralik” - God of people. After getting acquainted with the gods, collect the magic of the source, approach your race and cast “” on the deity. After these actions, the chosen God will tell you that they are rapidly being swallowed up by the void and the heroes need to hurry to save them.

As soon as your character regains consciousness, the Ailment spell transports the entire ship to another world. Go down to the lower deck and talk to the sorceress, then return to real world and sail to the specified destination.

Part - 4: Mastering the power of the Source

Divinity Original Sin 2. Walkthrough

"Reaper's Coast"

(?) Task: “Sharp Awakening” (Part - 1)

As soon as control passes back to you, talk to everyone, get into the boat and go ashore. Upon arrival, the heroes will notice that the entire coast will be covered with poisoned fish. If there is an undead character in your party, then the sent fish can be collected and used instead of healing potions (bottles of poison). On the left side there is a shark washed ashore: offer to return it back to the water. As a result, she will refuse and report that all the water around is contaminated with emptiness. A little higher is the new portal "". In the fields on the left side you can admire how the gnome fights with a large mantis. As soon as you get closer, the mantises will hide, after which the entire group will be attacked by vile fiends of hell (4 in total) and disastrous fiends with poisoned blood of the 9th level (2 in total).

(?) Quest: “The Plundered Caravan”

On the central road there are three broken carts of the masters, and next to them, in fact, are their pipes and a couple of killed gnomes. But one dwarven warrior will be alive, so she will be able to explain what happened, albeit indistinctly. You can also turn to the boy on the right side, who will make it clear that the caravan was attacked by fiends of the void. A little later, the information collected will make it possible to enter the city: tell the guards on the bridge that you have news regarding the caravan and they will let the whole group inside without any problems.

(?) Assignment: “They will not pass”

On the right side on the cliff of the bridge is a boy named Barrin Pruitt. He will tell you that his mother remained on the other side in a house that is now surrounded by fiends. And so the boy asks your heroes to save her. It will be possible to cross the river only through the northern checkpoint of the paladins, but the problem is different: at the very beginning there simply won’t be enough strength to pass this location. So I recommend going there a little later.

Move along the river in a northerly direction until you come across hens on the bank whose eggs have disappeared. Climb higher and fight a monster called “Venomwing Fiend” of level 9. Around this monster there will be large distorted eggs, from which, in fact, fiends are born. At the top of the dead end there will be one surviving egg, so when you defeat the enemies, take this same egg and return it to the Big Marge chicken to hatch.

When you return to this place again, but a little later, a black chicken named Squeak will hatch from the egg: it will kill all the healthy chickens, after which it will follow the main character. The unusual chicken will need to be taken north, cross the paladin checkpoint and get a little north to the magic rooster. Near this rooster, Squeak will transform into a large monster, so you will have to fight him. After victory, the task will be completed.

Note: A boy named Pidge will ask about Ifan ben Mezda, so I recommend that he be in your squad in order to continue the chain of companion quests. In the north there will also be a gallows on which Siwa will be suspended, but for now you do not have enough strength to free her, since you have to fight with the masters.

"Driftwood"

(?) Quest: “Law of the Order”

Cross the bridge to the west to enter the city. There will be a statue in the center and four merchants nearby. I recommend going to the pier at the very beginning to meet with the local boss, Magister Raymond. Upon arrival to him, he will immediately sense the Source in the heroes, but he can lie to him by saying that you have come to join the order. In this case, the master will believe you and issue a special document - “” (thanks to this document, the guards will no longer pester the heroes). Soon, Raymond urgently sets sail on a ship, and leaves another Master, Julian, as his deputy. Therefore, we should continue to speak with him. From Julian you will learn about the disappearance of masters right in the city.

(?) Assignment: “A Man and His Dog”

A beggar and a dog will sit at the city fountain in the center, begging for money. Examine the dog, turn over his collar, ask about the owner’s hiding place. You can demand money from a beggar for abusing a dog, or you can simply take him and drive him out of the city.

Location: “Black Bull Tavern.” The local town crier Togrof will tell you three important news - I recommend listening to them carefully. Inside the tavern, a girl named Safa will be sitting at the counter - you can get drunk with her. Talk to the innkeeper and try not to be rude to her, because in the end it turns out that she is the mother of one of the masters.

(?) Assignment: “Losses in the ledger”

On the right side, at a table in the tavern, there will be a character named Garvan - if you talk to him, then he will mistake your character for a waiter. You can create and serve him the sent meat stew. How to make this dish? Behind the tavern there is a separate place where the man from the toilet will tell you the recipe for stew: stew + stale fish (other ingredients will not work). For the work done you will receive an achievement. After lunch, Gavan will tell interesting story: he and teacher Liam once transported a rather valuable cargo, but ended up leaving it halfway due to surprise attack fiends.

(?) Assignment: “Love has a price”

At the tavern, be sure to also talk to the local worker Lovrik, who will offer additional tavern services. In a conversation, choose the gender and race of the person with whom you would like to spend the night, after which you will receive a key to the third floor of the tavern. You can only go inside with one hero or a separate companion. If you use the service for the Red Prince, then in the morning he will have a vision of the Red Princess.

(?) Assignment: “You can’t drown grief”

A hotel will be built on the second floor of the tavern. The inn is home to a wealthy merchant, traveler and woman - Captain Ableweather. The girl will tell you that her ship sank, but she remained alive and, in fact, this does not give her peace. You can buy an item from the girl called "".

Location: "Underground Tavern". In the western part of the tavern there will be a gnome guard guarding the passage to the basement. You can pay him 50 coins for the pass (one time) and go inside. Below there will be a kind of underground tavern. On the right side there will be a lizard named Gang, who will tell the Red Prince where to look for the next dreamer. A little further there will be a statue of teleportation, and next to it there will be round floor buttons. Click on the buttons and the doors to the secret room on the side will open on the right side.

In the left corner is the headquarters of the local underground dwarf leader Lohar. The heroes soon witness how his own daughter, Marla, attacks him. The attempt itself fails miserably. Lohar should be asked about local strong sorcerers and he talks about a dwarf named Mordus, so now we go in search of this character.

(?) Quest: "Driftwood Arena"

In the second half of the underground tavern there is a local battle arena. The champion of the arena is a dwarf named Murga. In order to fight her, you must not only defeat a team of five people in a fight, but also fight blindfolded.

Location: “Other buildings.” On the right side of the tavern is Diftwood Prison. In the main room there will be a local boss who will promise a reward to anyone for catching the master's killer. In the basement, the camera will be watched by a man who is clearly dissatisfied with his work and, apparently, who is carefully hiding something. If you talk to him and convince him, then he will quit his job.

(?) Task: “Hide and Seek”

There will be a boy and a girl standing on the pier - Ben Buttons and Harrietta. They will talk about how their mutual friend went swimming to Fort Joy. They should be convinced that this is a bad place and it’s better not to go there. They start playing Alexander and Khvor.

(?) Assignment: “The Missing Masters” (Part - 1)

From passers-by it will be possible to find out what is on this moment Three masters have already disappeared. Local guards naively suspect some kind of junk dealer in these mysterious crimes. An elf named Stuart near the entrance to the tavern has a little more specific information: he believes that the culprit of the disappearances is one of the guests of the local tavern.

Location: Driftwood Fish Warehouses. Dwarves will work in the warehouses, but among them there will also be quite a few masters who are looking for a suspected junk dealer. A boss will sit a little higher in the room and tell you about the supply of poisoned fish, but he will not tell you who might need it.

On the right side of the salt conveyor, talk to the gnome, who will tell you about the supplies. IN certain moment in the dialogue it will be possible to examine the barrel, where the destination will already be written - “Black House”.

(?) Quest: “Strange Cargo”

Outside the warehouses on the left side, the heroes will stumble upon a gnome named Kannox. The gnome is aware of where the wanted person is hiding, but will simply refuse to tell him. Therefore, in the dialogue, I recommend mentioning that you were in Fort “Joy” and were successfully able to get out of there - the gnome’s attitude towards you will immediately change dramatically for the better. He will tell you that the junk dealer is hiding in one of the barrels with fish.

Go to the room to the right of the bank and you can find Higba the Ragman in one of the barrels. He, in turn, will ask to be taken out of the encirclement straight out of the city. The safest path is along the southern bank to the left. There will only be two Level 9 Master Patrolmen on this path, so you can even just quickly run past them until they are gone. But if it suddenly happens that they noticed you, two options for solving the problem will appear: the first is to hand over the junk dealer, the second is to engage in battle. The most interesting thing is that even if you want to deliberately enter into battle, the masters will fight completely alone, no one will come to their aid.

When he manages to move to the western side of the river, Higba will thank all the heroes from the bottom of his heart and hide in the barrel again. It will be possible to beg from Higba for the valuable scroll "". In a conversation with him, you can find out that he bought the things of the dead from the cook in the tavern. By the way, for saving a junk dealer you will receive a unique tag - “”.

Well, it's time to go back to the city and talk to the cook Uivlia in the tavern. During the dialogue, you will be able to find out the shocking truth: it is she who secretly kills the masters, after which she prepares meat stew from them. However, in order to go to jail, they will have to find evidence.

(?) Assignment: “Lost and Found”

Move further west from the fish warehouses. Soon on the shore you will definitely stumble upon another gnome - Lagan. He will tell you that he dropped his wedding ring into the water. The ring is somewhere right here under the pier, but as soon as you get the ring, monsters will come out of the water. It turns out that this is a trap and you will have to fight the Moloch of the Void of the 10th level and the electric frogs “Water Fiend” of the 9th level (there are 5 of them in total). Since the enemies will specialize in electricity, move as far away from the water as possible.

(?) Assignment: “Sharp Awakening” (Part - 2)

So, Siwa's house is located in the upper right corner of the city. There will be a girl at the entrance who will tell you that Siva was recently captured and taken somewhere by the masters. The house, in turn, will be locked, but inside you will notice complete chaos.

Move to the right straight through the ford. There will be a gallows on the high road, and two lizards will be suspended on it, one of which is Maester Siva. She will ask to free her, but she will be guarded by an executioner named Ninyan of level 9 and other masters nearby (5 in total), so I recommend that you first prepare for battle.

As soon as you manage to defeat all the enemies and free Siva, return with her to her house. Inside the house, remove the picture from the wall - there is a button on the back. There is a hatch under the bed, but to open it you will need a password that only Siva knows. Finding out the password will not be difficult, so when you find yourself in the basement, you will have to go through a ritual in order to meet God. Sequencing:

In the nightstand on the right side of Siva, take the knife and black root. . On the left side, take the bowl from the triangular stand. . Click on the knife twice to leave the character's blood on it. . Open the menu for creating things (crafting) and combine the bowl with the root and the bloody knife. . As a result, you will get a potion that will need to be placed under the dragon statue: spin the wheel, smoke will come from the potion. . Finally, select the “Hold the smoke in your lungs” option and the character is sent to another dimension.

Now you can talk to God. This time he will teach a completely new Source spell - “” (the ability to see the world of spirits). After this, go straight to the cloud on the right side and return back to the real world. In the character's room, the first ghost will visit you - the Spirit of Master Harrick.

(?) Assignment: “The Missing Masters” (Part - 2)

In the city, go to the tavern and stumble upon the spirit of one of the killed masters. During the dialogue with the ghost, the heroes learn that the cook is behind the murder, and the spirit cannot retire because she is wearing the left ring on her hand.

Now the thief character must take over. So, while the cook is in the room on the right, the hero in the room on the left must examine the board in the floor, inside of which there is a cache, and in the cache there is a severed hand and a ring on it.

With the ring and the severed hand, you can go to the officer in prison. As a result, he will send his subordinate to detain the cook, but in the end the cook will kill her. If you show the ring to the cook in person, the battle will immediately begin. After the victory, the only evidence left is a list with victims on a piece of paper, which again can be taken to the officer. As a reward, you can choose one of the four presented items to choose from.

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♦ Note: On the left side of the tavern, you can feed the local cat fish that is poisoned by the void. The cat will eventually die and you can talk to its spirit. As a result, you will receive the achievement.

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Questions and answers on passing the game

(?) Question: How to remove the collar in Divinity: Original Sin 2?

♦ Answer: The anti-magic collar on the character can be removed at the beginning of the game, if you go down to the basement in the ghetto of Fort Joy and can win in the arena. After the victory, go to the blacksmith Nebor, who is located in the upper right corner of the ghetto. But all collars can only be removed during the storyline at the end of the 2nd chapter/2nd act.

(?) Question: How to resurrect characters in Divinity: Original Sin 2?

♦ Answer: This is only possible if not all characters died in the battle and there is a survivor. This character will have to use the “Scroll of Resurrection,” which can either be purchased from any merchant for 250 coins, or made by yourself. The formula for creating a resurrection scroll is as follows: “Essence of Life” + “Essence of Water” + “Sheet of Paper”.

(?) Question: How to get source points in Divinity: Original Sin 2?

♦ Answer: To do this, as a rule, it is necessary to collect luminous liquid. However, there is another way: you can use a unique spell that draws the source from other creatures (the spell is present in the wands of the supreme masters).

(?) Question: How to get out of Divinity: Original Sin 2 prison?

♦ Answer: In the 2nd chapter/2nd act, if you commit any crime/offense, then the character will be put in an underground prison, and in solitary confinement. The chamber, in turn, has a teleportation scroll, but you won’t be able to move yourself. Therefore, to get out of prison, you need to talk to the rat inside, who will give you a master key (the master key can be used to break into the cell doors). However, if the problem lies in the skill of communicating with animals, then you will have to simply kill the rat, and then take the master key from the corpse.

(?) Question: How to increase action points in Divinity: Original Sin 2?

♦ Answer: Action points in the game depend on a characteristic called “Initiative”. You can increase your points using potions, scrolls, acceleration spells and other useful effects.

(?) Question: How to reset skills in Divinity: Original Sin 2?

♦ Answer: You can reset skill points by standing in front of a magic mirror. This function becomes available only from the beginning of the 3rd chapter/3rd act. The mirror will be located on the lower deck of the ship on which you are sailing from Fort Joy.

(?) Question: Where can I find all the companions in Divinity: Original Sin 2?

♦ Answer: Sooner or later you will meet all your companions in the ghetto of Fort Joy. There will be six companions in total, but you can only take three with you (not counting the main character). And as you progress through the game, you can always change your companions for others.

(?) Question: How to get a fifth companion in Divinity: Original Sin 2?

♦ Answer: Maximum amount there are four characters in the group. It is simply impossible to add more characters. You can only free up a slot for another character - that is, replace, but not add a fifth companion.

(?) Question: Where can I get a shovel, where is the shovel in Divinity: Original Sin 2?

♦ Answer: At the very beginning of the game, you can find a free shovel on the northern coast - on the central fragment of the bridge. After this, you will have to buy shovels from merchants, or hope for a chance find.

(?) Question: Where to find Gareth in Divinity: Original Sin 2?

♦ Answer: The point is that Gareth was surrounded in the Sounding Marshes in the ruins to the north. Upon arrival, he will also have to help defeat two groups, which consist of masters of four people per group.

(?) Question: Where to buy skills in Divinity: Original Sin 2?

♦ Answer: In Chapter 2/Act 2, skills will be sold in a place called "The Sounding Marsh", which is located in the south - in the Sanctuary on the Rock. In Chapter 4/Act 4, skills will be sold by gnomes in Driftwood Square.

(?) Question: What suchexplorer modeVDivinity: Original Sin 2?

♦ Answer: This is an easy game mode, where, for example, opponents offer virtually no resistance in battles. The mode was created specifically for those players who do not know how to play tactical games and just want to pass storyline immersed in the atmosphere.

(?) Question: Who is the black cat in Divinity: Original Sin 2?

♦ Answer: The black cat must be led through Fort Joy in an easterly direction. At the end, the cat simply disappears and turns into a Summon Cat spell. In the future, the cat can be summoned in battles; it quickly gets to the specified target and does a good job of preventing archers from shooting, thereby engaging in close combat.

(?) Question: What to do with a jar of souls in Divinity: Original Sin 2?

♦ Answer: Soul jars are designed to keep the undead in this world. So if you break a jar, then any particular owner will cease to be a skeleton (undead) and will die completely, not partially. I recommend that you carry all the found jars of souls with you and break them only if you have met the owner of the soul, in order, at a minimum, to hear the dying speech and gain valuable experience.

(?) Question: How are the undead different in Divinity: Original Sin 2?

♦ Answer: All heroes of the undead class have several key features. First, instead of the usual healing potions, scrolls and other things, they use poisons and other negative sending effects, which in turn heal them. Normal healing scrolls and healing bottles cripple them. Secondly, the undead can transform into characters of other races.

(?) Question: How and what to use to remove necroflame in Divinity: Original Sin 2?

♦ Answer: The point is that necroflame is a unique and special type of curse that cannot be extinguished by anything.

(?) Question: Where can I find Sybil in Divinity: Original Sin 2?

♦ Answer: In Chapter 2/Act 2, Sybil can be found on the south beach, near the entrance to the ghetto. In subsequent chapters/acts, all the main characters will always be waiting on a personal ship.

Will appear here soon complete walkthrough Divinity: Original Sin 2, so stay tuned!



Burkozel