Death in the Pot. Taste of freedom Forgotten and damned

Aggressive capture is side quest in Divinity: Original Sin 2. We found a bloody trail. Probably someone nearby died a painful death...

Important NPCs
  • Garvan
Walkthrough

This task is related to the quest “Losses in the ledger”. It is recommended to perform them simultaneously.

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

Following these tracks, you will find Garvan's supplies. You will be ambushed by two fiend beasts and a beast lord touched by the Void.

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

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

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

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

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

Job structure

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

We followed bloody trail to a shallow grave.

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

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

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

Garvan killed:

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

Kill Garvan and eat the remains:

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

Options for completing the task:

  • Garvan, Liam's student who killed his mentor, is dead, and the merchant's ghost has found peace. Before leaving for the Halls of Echoes, he told us about the place in the Monastery Forest where he buried his belongings.
  • We informed Liam's spirit that Garvan's head had been eaten. Without proof that revenge has truly been accomplished, Liam will not be able to find peace.
  • One of us was consumed by the ghost of the merchant Liam. Whatever happened to him before doesn't matter now.
  • We left the Reaper's Coast. Whatever the outcome of this case, we will never know about it.
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LBTFB Divinity Original Sin 2. yuEFCHETFBS ZMBCHB. pUOPCHOBS LBTFB YZTSCH. pVPOBYOOSH FPTZPCHGSHCH

nYYB l . 2017 Z.

The Reaper Coast looks much darker than the first Island of Joy. No, of course, there are also cheerful meadows bathed in sunshine here. But, fortunately, not so much. Literally a hundred meters from the shore the cemetery begins - what a bummer...

There are many enemies on the Reaper's coast - not only masters, but also gnomes and elves. A couple of trolls who are not friends with each other at all, and such unusual creatures as scarecrows. So you help some, kill others. In addition, you will encounter many monsters - fiends of the void, crawlers, skeletons and others.

Both in the sea and on the shore, the fiends of the void are rampaging. Even sharks escape from them - they are thrown ashore and die there. First task: look around. There’s no point in breaking into the city right away. You can chat with the boy Barrin Pruitt, who is lost. His mother locked herself in the house on the other side of the raised bridge. Later you will have to help the family reunite, but it’s too early, just don’t attract mobs. Not far from the masters' post, someone is being hanged on a bridge. It is advisable to save this character - Meister Siva - at all costs. At the same time, it is not necessary to fight with corrupt masters (there are five of them, after all), it is enough to give a bribe of 300 coins. They disappear somewhere. However, if you want to shed blood, you should first place the ranged soldiers on a nearby platform - they hit harder from a height.

Changes in group composition. You arrive at Reaper's Coast at around level 9-10. The enemies you will meet are from level 11, then they will go to 12, 14 and more high levels. It may be difficult to fight them at first. But if you wait out these difficult moments and get to about level 12 and, most importantly, get good clothes (the easiest way is through theft), then it makes sense to remake the squad. That is, refuse the services of all four characters and go exclusively together. Two are easier to put on, two are easier to control during battle. And you will be surprised how much stronger a group of two people (regardless of the difficulty level) is than a group of four people. To do this, however, it is worth taking “Lone Wolf” as a talent for at least one character - it gives 2 action points and increases health, magical and physical armor by 30%. Who exactly to take into such a detachment is at your discretion. In “tactics” I preferred a necromancer with a rod and a shield (necromancy - 20, summoning - 15, the rest in defense - while I’m trying to understand what is better, evasion due to “leadership” or reflection due to “retribution”) and a fighter with one-handed and shield (20 for warfare, 10 for one-handed, the rest for the art of killing for crit). The first is better for attacks on single targets, the second for mass attacks. The first one is greatly helped by the “Raise the Bone Widow” skill, which inflicts huge physical damage, the second one is helped by the shield throw. By the current level 13, a necromancer has 1.5k magical armor and 800 physical, a lizard fighter has 1.5k physical and 800 magical. Health 1.2k (not enough, of course, you need at least 1.5k) and 2k respectively. They can withstand a series of attacks from various enemies - see the breakdown of several battles on tactics.

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

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

There are a decent number of traders on the Reaper Coast. This means that the squad can be dressed as brand new in the very best. Where to get money? This means that you will have to not only collect all kinds of garbage around the neighborhood and craft something worthwhile from it, but also steal. I preferred the second one. He has assembled a gang of merchants and thieves, who are robbing the residents of the glorious Coast to the bone... In the city you can easily steal 25-30 thousand coins from merchants, at least 20 thousand in the arena, and somewhere around 15-20 thousand from paladins. In the area 30 thousand at the sawmill. A thief of the sixth level is capable of stealing 6 thousand - in these locations there are 4 large merchants, plus some other small things. Do the math for yourself. How exactly to steal - see the link.

Somewhere on the road you will see scurrying chickens. The quest associated with it is worth mentioning, if only because one of the most strange and pointless fights will follow at the very end. When you, having already reached level ten (or even more), are fighting with many level one chickens. Of course they can't do you any harm, of course you kill them with the first blow. But there are a lot of these chickens, they also multiply and climb, climb on you... So, for now, the still normal chickens will have to slip one of the distorted eggs, having previously beaten it off from the fiends. A black chicken will hatch from it and follow you, just like the cat in the first chapter. True, this time this beast will climb into the dredge. As soon as you get to the magic rooster (not far from the paladins' home, across the bridge to the north), it will climb. And then - fussing with aggressive chickens.

After that - the city. It also contains a lot of interesting things. And help a dog, find lost objects (rings, etc.) that is being tormented by some beggar, and talk with Raymond about the missing masters, and feed a tavern guest with rotten stew, and get drunk as hell, and even have sex - this work is best entrusted to Red to the prince. There is also an arena in the city where you will have to defeat Murga, a tough dwarf. In general, on this island there are very tense relations between human masters, elves and dwarves. Masters disappear - the dwarves are blamed for this. So you will have to take sides: help some, kill others. Outside, the elves will offer to deal with the bandits at the sawmill. Again, a choice is given.

Crime in the tavern and in the arena. The only town on the Reaper Coast is just a bunch of criminals. Magisters easily hang, fishing businessmen easily send poisoned fish to big cities. The bandits even organize multi-moves - they rob new arrivals at the brothel and force them to fight in the arena. Main character also good or good. She immediately believed a very strange person in the tavern, who offered her a great night with the best lover. And in the morning she discovered that the gang had robbed her completely. And in a negligee she put it on the city square. What to do? To take revenge, of course. Having entered the arena - much larger than on the Island of Joy - the character again agrees to everything: to a fight in bandages, in which ranged attacks are not available. You have to get almost close to the enemy in order to destroy him. And all this - the first battle, and the battle with a cool gnome and a void monster - for the sake of the title of arena champion. Afterwards you can carry out a massacre...

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

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

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

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

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Red Prince


Talk to Stingtail, who can be found on the coast near the city (Stingtail is also connected with Sybil’s personal quest - in the conversation she kills him, so you should take the elf as a companion after Stingtail communicates with the Prince).
At the Shrine of Amadia, allow the Prince to talk to Bahara.
In the southeastern part of the Churchyard, use ghostly vision and talk to the spirit of Brahmos.
In the northeastern part of the Sawmill, make your way through the passage protected by traps and exit to the merchants’ camp, in the southern part of which there is the Red Princess’s Camp. Allow the Prince to spend time with Sadha.
Talk to the Prince of Shadows or his spirit after the murder.
In the white-faced cave, look in the mirrors.
Go to the consulate (200;350) and make your way to the garden with a swimming pool. Use ghostly vision and enter the Dream Portal (200;420). In the arena, break all the mirrors, thereby opening the passage; chat in Bramosom.

All-father life-giving

Become the "father of dragons"
In a conversation with Sadha, select “urge him to agree.” Select the Red Prince, when interacting with the egg, “breathe fire” and use the portal.
*The achievement can be obtained without having the "Empty Promise" scythe in your inventory

Fane

!Fane should be the main character!

In the torture chamber of the fort, kill Niles and take the lycer.
Kill the Wendigo and return the mask in the Sounding Marshes (x: 375y: 250).
Explore the Black Mines, talk to Aetera.
Explore an unnamed island; chat with the Voidfiend Delegate at the entrance to the Academy.
On the way to the last battle, talk to the fiend of the void (story).

Both achievements depend on the choice of ending:

Sebilla


Talk to Stingtail, who can be found on the coast near the city (Stingtail is also connected with the personal quest of the Red Prince, since Sebilla kills him, you should take the elf as a companion after Stingtail communicates with the Prince).
Talk to Griff.

Sawmill. Go up to the second floor and talk to Rust. (Ifan also wants to talk to Rust, but Sebilla spoke first and after the conversation initiated the fight).

Talk to Tova and Saheila in the elven camp.
Upon arrival at the location, Sebilla will teach the hero a song of control.
Take the quest "Mother Tree" in the elf camp. On the way out, talk to Saheila.
Kill the Prince of Shadows (235;690).
Return the quest item to the priestess in the elf camp.
*You should not approach the location and kill the Prince of Shadows before receiving the quest “Mother Tree” in the elf camp in the northeast of the island, because The quest item will not appear on the body of the Prince of Shadows.
To the south of the cathedral you can meet Saheila (335;350); I didn’t get anything useful from it, and it doesn’t seem to affect Sebilla’s quest.

Lowse

Talk to Saheila in the caves in the south of the city.
Talk to Zillik in the prison cells under the fort.
Talk to Jaan. Kill the Lawyer on Blood Moon Island and find out the true name of the demon from the Tree, return to Jaan.
Talk to Jaan, then with Illness.
Having received an invitation (after killing Isbeil or liberating Arhu), talk to Illness at the Black House.

Ifan

!Ifan should be the main character!

Talk to Master Boris at the gates of Fort Joy and receive his note.
Talk to Zaleskar in the Sounding Marshes.
Talk to Gareth at the Shrine of Amadia after he is freed.
"Talk" to the unconscious Alexander on Mistress Vengeance.
Talk to Rust at the sawmill (Sebilla also wants to talk to Rust, who spoke first and after the conversation initiated the battle).
*probably at this point the quests of Sibylla and Ifan conflict
Before the final battle, make a choice in dialogue with Ifan.

Beast


Talk to the Beast's "friend" in the fort arena.
Talk to Duggan at the Shrine of Amadia.
Talk to Lohar (next to the arena) and complete his quest.
In the shipwreckers' cave, in Mordus's room, pick up Isbeil's note about the conspiracy from the table; Among the wreckage of the Peacemaker, find a manifesto about the cargo of the fog of death.
In the drains under the city, break open the “suspicious hole in the wall” (405;620), talk to the queen, defeat Isbeil. Find the hidden passage (315;605) and talk to Justinia.

Aggressive Takeover Objectives

  1. Follow the trail of blood.
  2. Find the corpse of Garvan's master.
  3. Dig down.
  4. Speak with the spirit of Liam.
  5. Execute Garvan.
  6. Bring Garvan's head to the spirit of Liam.

Aggressive Takeover Walkthrough

A trail of blood can be found west and north of Driftwood, just south of the westernmost troll bridge, which is protected by Grog the Troll . (location marked in quest Red Ink in the Ledger)

Following the trail a little east to an area roughly below the bridge leads to Garvan's supplies. A void-touched beastmaster and his pets will ambush you.

Using Wits you can discover a shallow grave with a limb for an elf to eat. Cast Spirit Vision in this spot and the ghost of Trader Liam appears (X:190 Y: 168). Talk to him to discover the truth of his death and agree to avenge him. YouMUST speak to him and agree to kill Garvan to properly progress this quest. If you do not, Garvan won"t give you any dialogue options that would lead into a confrontation with him.

Find Garvan in the above-ground tavern in Driftwood sitting at a table. The only way to kill him without causing the entire town to become hostile is to poison him with Tainted Stew . Exit the door near Garvan and walk toward the rear of the tavern to the outhouses and speak with the ill woman inside. She will hint that you can craft Tainted Stew from a Meaty Stew and any Void-tainted fish. You can purchase Void-Tainted fish cheaply from the fishmonger merchant in the Driftwood Square.

Speaking with Garvan with the stew in your inventory will give you the option to feed him the Tainted Stew. Garvan will then move to the other outhouse behind the tavern, next to the woman's outhouse. Speak to him through the door and he will emerge. Confront him about the murder of Trader Liam and he will attack you without making anyone else hostile.

Looting his corpse will give you Garvan's head. Hand it over to Liam and he will mark the treasure Garvan failed to find as your reward..

Rewards:

  • 2000 exp for killing Garvan.
  • If you return Garvan's head intact to Trader Liam, he will provide you with 6950 experience and the location of his treasure cache.
  • If you eat Garvan's severed head looted from his corpse, your character will gain a permanent +1 Barter trait. You can use the Mask of the Shapeshifter to turn any character into an elf in order to eat the head. He or she will retain the trait even after turning back. Return to Trader Liam after eating the head for 5575 experience. You can still claim Trader Liam's treasure by finding it with Wits. (X:145 Y:235)

Tips & Tricks

  • Do not attempt to kill Garvan via traditional direct/indirect means. The entire town will turn on you. (This may have been caused from a recent update.) Instead, poison him as was intended by using the Tainted Stew.
  • Buy a Meaty Stew from Lovrik in the Tavern and craft it together with a Tainted Fish and give Garvan the Tainted Stew. I had to give him 2 normal stews first and for the third he asks for a special one.
  • Liam's treasure can be discovered normally without having to do the quest.
  • Liam's treasure usually contains at least 1000 gold and a legendary item.
  • Location of the dead trader is X:190 Y: 168. You should see a blood stain.
  • Treasure is located at X:145 Y:235, southwest of the Cloisterwood waypoint.


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