Divinity Original Sin 2 Definitive Edition Bloodmoon Island Girl
Divinity: Original Sin. Walkthrough (2)
They won't pass
On the Reaper's Coast, talk to the boy named Barin, who is standing on the edge of the destroyed bridge. Or contact the guardian of the bridge Mary. This will begin the mission.
Go to the house of the guardian of the bridge (through the fortress of the paladins and the cemetery) and deal with the fiends. To open the gate, you need lockpicks and a good hacking skill.
Mary will provide a reward for this (if she survives). Inside her house, you can also find Mary's hatch key.
Plundered caravan
You will receive this quest after you find a caravan of masters near the starting point of the Reaper's coast. Talk to the surviving gnome to find out that the fiends have captured the sorcerer and dragged him into a special cave called the Wrecker Cave. After talking with Raymond in the Driftwood grounds, tell Magister Julian about what happened to the caravan.
Hide and seek
In Driftwood, chat with two children standing near the docks - Ben and Garietta. You learn that their friend Joe tried to swim across to Fort Joy, but disappeared. They are worried about missing him.
Go to the coordinates (X: 450, Y: -46) in order to find a shark that has thrown ashore on the beach of the Reaper's coast (by the way, not far from the starting point). She does not want to return to the water, because she is afraid of some monsters. Finish off the shark in any way, search its body and find a severed leg. Choose an elf and eat this leg in order to find out that it belongs to the deceased boy. This is Joe.
Return to the children and inform them of Joe's fate. You will receive the usual reward and complete the quest.
Advice... If you do not have an elf in the group, but there is Fein, then use his many-sided mask to turn into an elf. This will give you the ability to see the memories of murdered people.
Reward: 3000 experience points if you eat a leg and learn about Joe's fate, as well as regular loot.
When to count chicks
On the Reaper's coast you will find a chicken coop with several chickens. If one of the team members has the talent "Animal Friend", then you can talk to the main chicken and find out that their eggs have been stolen. Big Marge will challenge you to retrieve the stolen eggs.
Move to the indicated place marked on the map, which is slightly north of the chickens, and deal with the fiends of the Void. All eggs will be spoiled, but there is one surviving - a little further, on the very edge of the coast. Take the egg and return it to Big Marge.
As a reward for this, you will learn about the place where the treasure is buried - it is behind the chicken coop. Dig it up.
Return to the chickens a little later to find that the hatched Pipir chick killed everyone else, but for some reason is friendly towards you. He will follow you just as the black cat did on the shore of Fort Joy.
Use the vision of spirits so that the spirit of Big Marge appears, who will say that you must find Pipir's father. Go to the indicated place on the map at coordinates X: 437, Y: 304 to find Pipir's father - Magicockerel.
He will tell you that you must kill Pipir, since the one he sees in front of him is only a murderer, not his son. You can agree and kill Pipir or refuse it.
If you decide to kill Pipir, you will receive a reward in the form of loot, and a chest with legendary and epic items will appear next to the Magicockerel. If you decide not to kill Pipir, then he will turn into a monster and summon dozens of chicks who will fight with you. After that you will receive a chest. In any case, the quest is complete.
Reward: 5000 experience points (regardless of choice), a chest with legendary and epic items.
Scientist Grebb
Eat three fish that are poisoned. In the Driftwood fishing area, Grebb examines an infected fish infested with the Void. If you agree to eat it, you can get experience and other rewards for this.
He will give you a choice of poisoned fish - brown, red and yellow. After you eat, poisoning will be imposed on you for several turns. You will get a mixture of plants from him, depending on what kind of fish you eat - the duke for the bream, etc. He will also say that he would recommend mixing this herb with the fish that you ate to enhance the effect of the potion.
One character can only eat one fish out of three. Eat each fish, which requires three characters. When you talk to Grebb the fourth hero, the quest will be completed, as the scientist admits that there are no more fish.
You can even use hired heroes to complete the quest (if there is no full team).
Losses in the ledger
Return Garvan's property.
There is a man named Garvan in the Driftwood tavern who asks to investigate the missing supplies along the trade route west of Driftwood. Go to the indicated place where there is a troll guarding the bridge. You can kill him or agree to help in the quest "Business competitors".
Follow the bloody tracks and meet the gnomes and their pet Pasha. You can inform Garvan that the property has been destroyed, or you can return the wooden box with or without the contents to him. Or you can continue your investigation at this point.
From a shallow grave, you can dig up the remains, let the elf from the squad eat them, in order to find out that the merchant was killed not by fiends, but by his companions. Activate the vision of spirits and the ghost of the merchant will appear. You can agree to avenge him, which will lead to the start of the Aggressive Takeover quest.
Garvan only needs his box, and the reward will be different depending on its contents (what you leave inside).
Business competitors
The trolls Gorg and Marg are in the same business, competing with each other. Each of them will ask to kill the other. You can help one get rid of the other. But be very careful about this, as the Gorg Troll is a dangerous foe that can kill a weak party member with one blow. Before fighting trolls, be sure to prepare and save your game.
Using fire on Gorg and poisoning on Marga will remove the effect of their blood regeneration.
Aggressive takeover
To the west of Driftwood, near the bridge, there is a blood trail. We indicated this location in the quest "Losses in the ledger". At the end of the bloody path, you will find Garvan's belongings, but you will also be ambushed by enemies.
After the battle, use the vision of spirits to find the ghost of the trader Liam. Talk to him to find out the truth about his death and agree to avenge him. If you want to kill Garvan without attracting attention, you must feed him a poisoned meat stew, made from ordinary meat stew and any fish infected with the Void. Then he will go to the infirmary behind the tavern and attack you as soon as he sees it. After searching his corpse, you will receive Garvan's severed head. Give it to Liam, and he will mark on the map the place where the treasure that Garvan could not find is buried. This is your reward.
However, by eating Garvan's head by an elf from the squad, you will receive a unique talent "Secrets of the Merchant", which increases the "Exchange" option by one point. If you choose to do this, Liam will not give you a reward.
If you decide to kill Garven, but he is inside the tavern and did not become your enemy, then do it without warning anyone. You need to have poisonous weapons, rain skill and about 1000 gold coins "in reserve". Cast rain near him and then infect the puddle using a poisonous weapon. After that, go outside and return to the tavern so that no one will see you. Wait until Garvan dies, while no one will know who did it.
1000 gold will be needed to bribe anyone who tries to interrogate you (probably about 400-500 coins will be enough, but just in case it is better to have more). Or you can try to convince such people. After that, do not approach the tavern until the situation calms down and all the NPCs return to their places. This way you can safely take Garvan's head.
Buy Stew meat from Lovrik at the tavern and combine it with any fish you catch. Give the Rotten Fish to Garven. First, you may have to give Garven a regular stew, after which he will ask for the third himself (you can slip the poisoned fish).
You can discover Liam's treasures on your own.
Desire web
At the bottom, under Driftwood, you will meet a strange woman named Dorothea. Agree to look at her ring and choose one vision, each of which will cause one or another reaction. She will ask you to meet her in the corner, so you will have to divide the squad (in a known way) and keep the companions somewhere far away. After you meet the woman, she will turn into a giant spider and you will have to decide whether to let her kiss the hero or draw out a weapon and fight the enemy.
If you choose the second option and defeat the spider, then your companions will receive 4000 experience points, and on its corpse you will find an idol of revival (resurrects a character who has it in his inventory if he dies), two unique daggers and a key.
If you allow me to kiss you, it will bite the character on the neck, and you will receive the talent "Spider Bite", the effect of which depends on which vision you have chosen before:
- Towering Oak (+2 Strength, -2 Constitution).
- Curved Feather (+2 Intelligence, -2 Constitution).
- Gold chest (2000 gold, -2 to constitution).
- Dragon (+2 to intelligence, -2 to constitution).
- Cocoon (-2 Physique, one Rebirth Idol).
After the kiss, you can attack Dorothea, or you can let go.
Although it is required to meet with Dorothea alone, you can use other characters (if it starts) that you control in the battle. Therefore, the fight will be easy enough. To maximize the experience, kiss the spider with all four characters, and the last one, when Dorothea tries to leave, attack her.
Drowning her sorrow
On the second floor of the tavern in Driftwood, you will meet with Captain Ableweather, who will ask you to stop the ringing that torments her. Use the ability to see the spirits in her room and see one ghost torturing a woman. Convince him to leave, after which Ableweather's torment will end.
Ableweather will mark the location of his compass on the map. When you go there, you will need to teleport one satellite to open the hatch. Inside the cargo, you will find a compass surrounded by fog. You need an undead character to get a compass or a teleport spell.
Strange cargo
After you find Higbu (quest "The Lost Masters") in a barrel of fish in the fishing room, you can help him escape or return him.
If you decide to help with the escape, you must escort the character outside of Driftwood, while making sure that he is not caught by the masters. Use your minimap to track the location of the other masters, and use stealth to escape. Or just take the character to the western part of the port and use the teleportation skill to move to the other side of the river.
For this you will receive a reward and a new hint about who the real criminal (the cook in the tavern) is, and where to find Master Hanang. In addition, you can teleport by marker and receive a reward. Do not forget that when you try to escape, you can still return the character to the masters.
Love has a price
A man named Lovrik at the Driftwood tavern has promised you something exotic to try. If you pay him the indicated price, he will provide you with the key to the upper apartment.
Go there alone and spend the night. The next morning, thugs will suddenly appear when you are naked and demand money. If your character is Ifan ben Mezd, then the thugs will recognize you and just leave. Otherwise, you will either die or lose money. If you play as the Red Prince, the lizard you meet will transform into the Red Princess instead.
Returning to Lovrik, you will learn from him that he did all this for his daughter. If you ask the cook, you will find out that he is lying. Unfortunately, Lovrik will have time to escape.
Driftwood Arena
This quest can be found in the basements of the tavern in Driftwood. In the first fight, you will fight blindfolded, which reduces range and accuracy, so prepare carefully.
Murga, who is to be fought in the second battle, fights like a scoundrel. After its second turn, fiends will appear, which you both will have to destroy. After the fiends die, you will need to defeat Murga in order to get the champion title.
In both battles, be sure to cast shields and various buffs in advance. Be careful with your transformations: a blindfold will prevent you from using different skills.
The first fight can be facilitated by summoning creatures about which you were not told anything.
If Murga does not reach you before the fiend appears, then she will attack your common enemy. Get away from her. The worm won't be as dangerous as the one that appeared in the fight with Alexander, but it won't be as bad as the one you could have fought in the swamp. He will try to put the shackles of pain on you. Sebilla can break the shackles, but this requires a Source point.
Are you a Level 3 Geomancer? Invest gold and a source point in an artillery mount that can be bought in the market. I used her to defeat Murga after she finished off the Worm.
Burning Prophet
There is an unusual statue on Driftwood Cliff with several torches next to it. You need to light all the torches at the same time, but they won't burn for too long. Create an oily surface and cast a fireball or other spell (or fire damage weapon) on it to light the torches.
A rainbow will appear and the statue will speak to you. You will be able to choose your reward and get several experience points.
Ugly little chick
There is a sick chicken on the farm north of Driftwood. If you have the Scientist tag and the Animal Friend talent, you can convince her that she is in fact a phoenix. All it takes to turn a chicken into a phoenix is to burn it. Cast any fire spell and the chicken will indeed turn into a phoenix egg. You can decide what to do - keep the egg or eat it.
Bestial treatment
On a farm north of Driftwood, you will come across a pair of cows who are actually people - they were turned into cows and enslaved by a certain witch. You will need the Animal Friend talent to talk to the cows. They want to return their human form, and therefore ask you for help. The quest can be started by simply picking up the key to the witch's house, which is located to the left of the house, on a large rock.
The witch's house is located right in front of the cows. Enter it (we indicated the location of the key above) and take the witch's eye (which is used to create a potion and return the human form to cows). Then open the hatch leading to the dungeon (requires the fourth level of theft). If you do not have the necessary thief skill, you can meet with the witch in the monastery forest to get the key to the basement. But keep in mind that the battle will be difficult.
In the basement, you will find many exploding rats. Attack holes in the walls to stop them from appearing. You can also find the lever that opens the door, although it can also be unlocked with the fourth level theft skill. Or even teleport inside!
In the basement, be sure to take the witch's potion (which will turn you into a cow forever if you use it). You can also find the witch's book on the giant frog. You may have to kill the frog to retrieve the book, as it will not give up on it. The presence of the tags "Scientist" and "Mystic" will allow you to decipher the recipe book that fell from the frog in order to create the desired potion. Otherwise, use our recipe: Growth Booster + Boletus Mushroom + Witch's Eye.
If you drink the witch's potion to transform into a cow, the quest will be completed automatically, and you will receive 10,775 experience points. This is not recommended as you can only craft one potion and you will have to return two cows to form.
Take the potion so that you end up with two of them (one was crafted, the other was found in the witch's house). Return both potions to the cows and get 13,450 experience points each. In total, you will be rewarded with 26,900 experience points.
Reward: 10,775 experience points if you drink a potion and turn into a cow; 13,450 experience points for each cow that returned to human form - there are two of them, so there will be a total of 26,900 XP.
A test of all time
To the east of the Driftwood Altar of Wanderings, you can find an elven structure across the river. There are four statues surrounding the brazier (coordinates - X; 450, Y: 340).
To complete the challenge, you will need to attack four statues using different elemental skills:
- Winter Hero - spells "Winter Blast" or "Hail Strike".
- Fall Hero - Static Cloud Arrow or manually cast fire spells on a pool of water, then attack the cloud with a lightning spell.
- Summer hero - use the "Laser beam" spell.
- Hero of Spring - Use "Blood Rain" or the ability of the elven race "Flesh Sacrifice".
Be ready! As soon as you light the last totem, then four heroes will appear and begin a battle with you. Each challenger (Winter, Summer, Spring, Autumn) is immune to their respective element. These are pretty strong rivals if you are on the same level with them. Defeat all the enemies so that the brazier speaks to you, congratulating you on your victory and creating a chest with a phoenix heart. This will end the quest.
Reward: 20,775 experience points for each killed opponent - in the amount of 83,100 XP; 51,900 experience points for completing a quest; heart of a phoenix (which gives the skill "Flaming Tongues" if eaten by an elf) and a chest.
Hints:
- Summon a fire slug (magician's ring) to activate the statue of Leto, as it also uses a laser beam.
- Splash out the blood to activate the Statue of Spring. You can do this by attacking a companion near the statue.
Speaking in Forked Tongues
In the graveyard, you can find a Raptor Chest, between two fire-breathing statues. Let the lizard talk to him and you will find out that a password is required to open. Fein's transformation into a raptor will not help you.
The password can be learned from the salamander in Riker's mansion, but you need a lizard character with the Animal Friend talent. Teleport the chest out of the flames. Breaking it down will give you loot, but you won't solve the quest.
Family business
At the gate of the cemetery is Tarquin, who asks to explore the family crypt and get a family heirloom. You can get the key from the petrified sorceress found in another underground room. In the first room, there are two buttons on the wall that you need to get close to in order to find them. Click on these buttons to open the stone gate.
Let one of your companions enter the third room and stand on the pressure plate. Then use the vision of spirits (which you will study in the quest "Awakening") to find three levers on the wall. Click in sequence on the middle, left and right levers to open the secret hatch. If you have already touched the levers before using our combination, then you need to "reset" the middle lever. Pull the middle one until the water comes out, then interact one time with the left and right.
There is a treasury under the hatch. Use the character with the highest luck to get the loot. The artifact lies in the coffin. If you have a lizard, then he will understand in which language the inscription is engraved. When you try to leave the tomb, all the clay guards will revive and attack you. Tell Tarkin about the completion of the task, after which the man will say that there are other artifacts on the island of the Blood Moon. When you travel to Blood Moon Isle, you can find a trapdoor in its northeast corner. It is hidden in a rather witty place.
Inside the vault is the other half of the artifact. When both halves are on your hands, then talk to Tarkin. Sometimes he will not be at the gates of the cemetery, but on the "Lady Revenge", near the boat. If you travel to Lady Vengeance by fast travel, Tarkin will be right next to you.
Hints
You can destroy the clay armor before looting the room to avoid a fight.
If Tarkin is missing, then one of the possible solutions is to follow the marker to the "Madam Revenge", taking the boat from the shore, and then re-use the boat to the gallery. Tarkin should appear near the boat.
There is a much simpler way to enter the crypt:
- Look at the stairs leading down the crypt.
- Go left.
- As soon as you go down the hill in front of the gate, you will see a crypt with statues of two knights with shields.
- Destroy or open the gate (there is a lever on the right side).
- Enter the tomb.
- As soon as you go down into the tomb, then do not touch anything, or you will be petrified.
- Use the spell "Blessing" or "Ice armor".
- Or kill Kanna to get the key to the tomb to get inside.
Stranger in a foreign land
Use the vision of spirits near the altar of wanderings in the graveyard to see the ghost of the raptor near you. He will ask you to dig up his remains and burn them in eternal fire. Place the remains of the raptor in the part of the cemetery where the representatives of this race are buried - where the two dragon heads are located, exuding fire. The ghost of the lizard will appear and thank you.
Existential crisis
At the cemetery you will hear a voice begging for help - coordinates X: 625, Y: 153. He asks to dig up the remains. Agree to do this. After you dig up the character, a skeleton named Crispin will appear, claiming the role of a philosopher, challenging you to a duel. At this point, if the character talking to him is not undead, you will need to prepare and defeat him. Otherwise, you can feel free and immediately join the battle.
He will have three questions for you. The wrong answer to any of them will lead to the instant death of the character. The most common way for non-undead characters to win is to read Essence of Being, three volumes, to destroy the skeleton.
However, if your character is undead, simply select the "Undead" labels in all three questions and you will automatically win (if you have Fein, for example). You can also give correct answers to questions by consistently using the tags jester, mystic and scientist. Unfortunately, due to the inability of any character to have all three tags at the same time, reading at least one book will still be necessary. The first volume contains the answer to the first question, the second to the second, and the third to the third.
You can find all three volumes at Riker's Mansion. The first volume was found where Riker is, in his private office. The second is located in the living room on the lower floor. The third volume can be found on the second floor in Riker's bedroom. Please note that taking the books will be considered theft. And to get into the bedroom on the second tier, you will need to break open the door.
If you answer the first question correctly, you will see how the skeleton trembles. If you answer the second question correctly, he will scream. If you answer the third question correctly, the skeleton will explode. Correct answers to all three questions will lead to the successful completion of the quest, for which you will receive 21,525 experience points and a book with a skill from Crispin's body.
REMEMBER that Fein, as an undead, can answer all three questions correctly.
Lowse can answer the first and second questions, being a jester and a mystic, but the third will require the third volume of "The Essence of Being". It is located next to the bed in the room with the cat and the dog, on the second floor of Riker's house.
Shelter of heroes
South of the graveyard wanderings altar, there are coffins with four heroes. Examine them to find out four places where treasures are buried. But if you study all four coffins, then undead heroes will revive and attack you. After that, go to the marked points and find the equipment of the heroes to complete this quest.
Kill each hero one at a time, as after the first death they will resurrect in a more powerful form. Therefore, first kill one hero twice, then another, etc.
Resisting servants
In the cemetery, you will find the gravedigger Farima, who begs to kill Riker. After you do this (Riker is in the private office of the mansion), then inform Farima. You will be able to kill Riker after completing The Generous Offer quest, which will maximize your profits.
Generous offer
In the mansion in the cemetery there is a character named Riker, who will ask you to get a special tablet, in return for which he will teach you how to control the source. The tablet is located inside the caves in the Black Mines. In Rust's room (at the sawmill), you will find a contract suggesting that Riker is the Lone Wolf killer, tasked with destroying all believers he comes across.
Travel to Blackpit on the southeast coast of the Reaper to find that the gates are guarded by mages, blocking further path. If Raymond gives you the authority to help the magistrates, you can go through the gate without any obstacles. Otherwise, you will have to defeat the guards.
Outside the gate, you will see a white magician who interrogates a bricklayer (Hannag's apprentice, required for the On the Ropes quest). After killing the master, you will lose the thread of the quest, after which the fiends will also appear.
On the other side of the harbor, Quartermaster Anna guards the entrance to the mine. Defeat her to get inside. This shaft is filled with oil traps and pipes. Use crates to block pipes and disarm them. Or use teleportation to get through this place. If you have two teleportation pyramids that you could find in Dallis's hidden room on Mistress Revenge, then leave one pyramid with one satellite and the other with the other. So you can teleport the whole team.
In the depths of the cave is the Screaming, guarding the altar of wanderings. Use the "Source of Vampirism" skill to destroy it (there is a corpse on the broken bridge - if you teleport there, you will find a note and a key).
Note. If you have a special wand that you found in Fort Joy, you can use it to kill the Screaming. If not, then you need to master the source and complete the ritual in the "Sharp awakening" quest in order to learn the "Source of vampirism" skill.
Moving forward, you will see some of the battle masters fighting the fiends of the Nether (at the excavation site). Hit the fiends, after which you can convince the masters (if any of them survived) to just walk by. If it doesn't work out, you will have to kill them too. Take the key to the room nearby from one of the corpses of the masters. There is a hidden stone door inside the room - you need to get close enough to see it. There is a strange device behind the stone door that will teach you how to craft a mask (one source point required).
Leave the excavation site by going to the workshop where the group of masters is located. You need to defeat them and destroy the gate (use fire skills on oil barrels) to open the way to the Ancient Temple. Interact with the device in the Ancient Temple for more information. The clue to the puzzle is in the book on the corpse inside the Ancient Temple. The second page will say that each God is an element or power:
- Ralik is the earth.
- Duna is air.
- Tyr is blood.
- Zorl is fire.
- Vrogir is fire.
- Xanthessa is the mind.
- Amadia is magic.
The correct order would be Amadia, Tyr, Duna, Zorl, Xanthessa, Vrogir and Ralik.
Once you hit all the pillars in the correct order, the force field will disappear. The item you need is in one of the boxes near the sarcophagus. Take it out and return it to Riker. Touching the sarcophagus will ultimately lead to a difficult fight.
Return to Riker's mansion, go to his private office through the hatch. Riker will sacrifice the souls of farmers to provide you with more source points (increase source points, but not more than three). He will then attack you, so get ready for a fight.
If you just hand over the artifact to Riker, he will give you a blueprint. A door without a keyhole can be opened with a switch near Riker, next to the mirror. Use the spell of vision of spirits during the fight with Riker to see the souls of your defenders, allowing you to instantly kill them using the source of vampirism.
On the Ropes
Hannag, one of the source masters, will give you this quest after you save her from the masters (near the altar of wandering in the monastery forest). In return, she will teach you how to control the source. Apprentice Hannag can be found at Black Mines. However, when you get to him, you will find that he has already escaped, and a group of masters grabbed his family and is preparing to execute. You can fight them or leave them alone.
Before continuing to study the black hole, you need to overcome the guard at the gate in the form of masters. If Raymond (Law of the Order) has authorized you to investigate the incident, you will be able to pass through the gate without any violence. Otherwise, you will have to fight enemies.
Gwidian, a student of Hannag, is bound and interrogated by the white magicians. Now you can free him, but because of this, everyone will become hostile and attack you. This is a very difficult battle, so get ready, choose skills related to water, as there will be a lot of fire and oil fiends. After freeing Gwydian, use the waypoint to teleport to the monastery forest and report it to Hannag. Hannag will teach you the knowledge of the source, increasing the maximum supply by one point. If you already have two source points, then now there will be three of them.
Three altars
Travel to the Monastery Forest and go to coordinates X: 115, Y: 269, where the character Lamenting Abomination is located. When you approach him, wolves will appear and attack your squad. Kill opponents and then kneel before the altar.
The second altar is located at coordinates X: 414, Y: 301, on the river.
The third altar is located at coordinates X: 482, Y: 260, also on the river. When you get closer, the fiends will attack you.
Elven seer
- Sawmill - Saheila.
- Reaper's Coast is an elf camp.
If you managed to convince the elves to let them into the place of the ritual, then after its completion you will be able to talk to them. You learn that Saheila has been kidnapped by the lone wolf Rust and is being held captive at the sawmill. If you have a high level of persuasion, you can convince the elves to leave her there.
Your next goal is to go to the sawmill and get inside. Saheila is held captive on the floor of one of the buildings. Most of the territory is well guarded by Rust's people, which means that you will either have to pay well or fight serious enemies.
Another fight awaits you on the floor. This time, you will face Rust himself and his bodyguards, including two wolves and crossbowmen. If you will be in a small room throughout the battle, you will greatly simplify your task. When the battle is over, you will be able to free Saheila. She will ask you to escort her back to the elf camp. If you defeat the people of Rust, whom you met before, then there should be no problems with this task.
Talk to Saheila as soon as you get to the camp. She will teach you how to collect additional source points.
Reward: four guaranteed items and one of three powerful items to choose from - depending on the character class.
Lost and Found
Reaper's Coast - Lagan
Near Driftwood, you will stumble upon a fishing hut in which a character named Lagan lives. He will tell you that he lost his ring and will ask you to return it.
At the same time, you will not need to go far and search uncharted territories. The ring is in the area marked below. It will also be automatically detected as soon as you and your team get as close as possible to its location. However, when you pick up the ring, fiends will appear.
If Lagan survives, then you can decide what to do with the ring.
Choice 1- give back the ring.
Talk to Lagan and in a conversation with him, confirm that you really want to return the ring to him. If your conviction is big enough, you can convince him to give extra gold.
Reward: 5000 experience points and additional gold.
Choice 2- keep the ring for yourself.
You may also decide that you want to keep the ring for yourself.
Reward: copper ring.
Saheila tribe
Reaper's Coast - Elf Camp
If you saved Amiro on the territory of Fort Joy, then he will definitely ask you to tell the story of Saheil to all the remaining elves who live on the territory of the Reaper's Coast. You can do this at this location, since the camp of the elves is located here.
When you appear in the camp, you will find an elf performing a mysterious ritual. If you try to get closer, you will start a conversation with the guard, which may end in two options.
Ending 1- get permission.
If your conviction is high enough, then you will be allowed to the place of the ritual. This will unlock the Burial Rites and The Elven Seer quests.
Reward: 5800 experience points.
Ending 2- you were denied access.
If you fail to convince the elves, then they will not want to listen to you. In addition, you will be asked to leave the ground.
Reward: absent.
Funeral rites
If you were admitted to the sacred ground, then one of the members of your squad will take part in the ritual. You should raise the elf if you can (ideally Sebilla can do this). Your task is to choose those dialogue options that will impress the elves as much as possible. In the dialog box, these are always the top phrases!
Reward: the amount of experience points you get depends on how much you impressed the elves; four guaranteed items and one of four powerful ones to choose from depending on the character class (only if the ritual ends well).
Wishful thinking
Reaper's Coast - Genie Lamp
You will see a mysterious lamp lying on one of the beaches of the Reaper's coast.
If you interact with her, the Genie will appear. It turns out that the lamp was thrown out because the Genie is being very aggressive. There are two ways to solve this problem.
Ending 1- fulfillment of desire.
If you have a high enough level of persuasion, then you can convince the Genie to fulfill the desire, and not pester you. You will be able to choose which wish the Genie should fulfill.
Reward: 9750 experience points and an item you wish for.
Ending 2- battle with the Genie.
If you could not convince the Genie, then he attacks your squad. The battle is not so difficult, but it ends with the death of the Genie, which means that there is no reward.
Reward: absent.
Bite
Activate the ghostly vision at the sawmill to see the ghost of an elf located by the timber. He will ask you to help him in revenge on the spirit of the sawmill master. The spirit of the former sawmill master is located southwest of the bridge near the same sawmill. The location will be marked on the map! Use a source of vampirism on it to finally destroy and consume a source point. You can learn this skill in the Abrupt Awakening quest.
Return to the spirit who gave you the task, talk to him and complete the quest.
Reward: 25,950 experience points and a unique shield called the Livewood Shield.
Steadfast spirit
Activate the ghostly vision at the sawmill to find the dumb spirit and find out that his name is Syrus Oates.
It was burned by the lone wolf Pigsbane, who is still alive. Now the spirit wants his killer to die. After you deal with Pigsbane (his location will be marked with a marker on the map), return to Sirus and take the reward.
Former lovers
Use Ghost Vision to see the ghost of a woman named Edie Angrim located in the sawmill.
She was killed by her former lover named Firewater. And he did this in order to pass initiation and join the ranks of lonely wolves. Now she wants to hear him say her name so that she can rest. Get the man to say Edie's name, then return to the woman for a reward.
Forcibly recruited
At the Lone Wolves camp, you will meet a man named Corbin Day.
Rust Anlon made him come here and work for Volkov. After you kill the Lone Wolves, talk to Corbin and tell him that he is free. Invite him to the Mistress Revenge gallery.
Kill reward
The spirit of the deer will ask you to find a wreath of wildflowers. Dig up the burial place of the deer and the poacher who killed him.
An eye for an eye
Use the ghostly vision spell while at the sawmill (at the Lone Wolves headquarters) to find the spirit of the master. He will ask you to take revenge on the Lone Wolves archer who killed him. After you kill Dead Eye, return to the spirit for a reward.
You can get different rewards:
- Tell him you like the air (Pressure Spike).
- Surge of pain around (Global cooling).
- Say you are looking for earthly strength.
- You can also choose a board in the form of a source - you can absorb the ghost of the master.
Bitter potion
While at the sawmill, activate the ghostly vision spell to face the spirit of the lizard named Black Widow (rough translation) - this is the famous poisoner of the Lone Wolves.
He was tricked by the Lone Wolf representative Snakeroot, who forced him to consume the poison. He wants her to die. You can absorb the spirit of this lizard or kill the "lone wolf" marked on the map with a marker. Ask the character about the reward in the event that you helped the lizard.
No reason for jokes
While at the sawmill, activate the ghostly vision spell to see the spirit of Mudbarrow. He wants you to get the sleeping Lone Wolf to reveal where she hid her gold after she killed him.
Talk to the desired character (marked with a marker) at the sawmill to find out where the loot is, and then kill it. If you have already killed the Lone Wolves before completing this task, then it seems that this task can no longer be completed. Return to the quest giver for your reward.
Reward to the finder
Use the Ghostly Vision at the Lone Wolves Lumber Mill.
Then talk to the spirit of the paladin. After you take the mummy's head, hand it over to the paladin to complete the quest. The task is easy - the required points are marked with markers.
Dangerous to yourself and others
To the northeast of the graveyard (cemetery), you will stumble upon the healer's house. Reassure him that he can confide in and tell you about his problems, allowing you to enter the house to heal the infected seeker.
Follow the healer to the basement (or hack it), where you will have two options: kill the girl or cure her. If you approach her with a character who does not have the "Scientist" tag, then there will be no way to cure the girl. The only option in this case is to kill all opponents that appear on the location. However, if you approach her with a character tagged "Scientist", you can point out that she is suffering from a trepanning wound. The healer will ask you not to kill her during the battle, so that he can heal her. In any case, both paths will lead to the seeker, who attacks you along with the four spawn of her nightmares (Natalie's Suffering, Natalie's Fury, Natalie's Despair and Natalie's Fear).
In the ensuing battle, you will face four monsters created by their emotions Natalie, and Natalie herself. Each enemy killed will reward you with 10,775 experience points. If you decide to cure Natalie, then you will have to weaken her by lowering the health bar to the minimum level. However, once you do this, all emotions will disappear! Thus, in order to get the maximum possible amount of experience points, it is first recommended to kill the monsters, and only after that attack Natalie herself. Of course, if the fight seems too difficult, then ignore the monsters and attack Natalie.
After successfully weakening the girl, a dialogue related to the operation will begin. To ensure that Natalie does not die during the operation, you will need the help of a healer to hold her, so you should not start the operation right away. Select dialogue options:
- Ask the healer to hold her.
- Pick out a pair of fine tweezers and try to gently remove the larva.
- Close the wound slowly.
You will successfully heal Natalie and for your efforts you will receive 13,450 experience points. Talk to the healer to receive +50 Attitude and an Epic Item of your choice as a reward. From now on, he will also be available as a healer and a merchant (do not forget that healing spells damage undead, Fein). After that, you will complete the quest.
If the girl does not survive during the operation, then you will not receive experience points and minimize your relationship with the healer. The quest will also be completed after you simply kill the girl in battle (if the characters with the "Scientist" tag have not approached her). In this case, apart from experience for the destruction of each of the four monsters, nothing will come of it.
If you decide to kill her, then just finish off all opponents.
Reward:
- 5800 experience points for convincing a healer to launch a squad into your home.
- 10,775 experience points for killing each monster from Natalie's emotions - a total of 53,875 experience points can be obtained if you decide to go the "Kill her" route.
- 10,775 experience points for each killing monster from Natalie's emotions and 13,450 experience points for a successful operation - a total of 56,550 experience points if you use the "Heal Her" path.
- Gregory will be available as a healer and a merchant, you will automatically receive with him +50 units to the ratio, as well as one epic item of your choice (if you can heal the girl).
Bury the past
To start this mission, you must travel south of Driftwood, at coordinates X: 380, Y: 274 - inside or in front of a burning house. If you start the quest in the area X: 380, Y: 274, you will find Gareth standing over his old friend, White Magister Jonathan. After a short dialogue, you will be given the opportunity to convince Gareth (intelligence or memory test) or free Jonathan, or kill him. Regardless of the outcome, you can still attack and kill Jonathan, who will offend Gareth and force him to leave.
Otherwise, Gareth will show mercy and go to Paradise Dawns.
After convincing him of mercy, you can choose the lowest option to bypass the check. As soon as your journal is updated and the phrase "We convinced Gareth that ..." appears (the continuation depends on what exactly you convinced Gareth of), then you can advance on the quest.
If you start a quest in Paradise Downs or find Gareth after the above phrase, then he will want you to kill the silent monks in revenge. These monks are on the farmer's house, you will have to convince the paladins to let you in. You can do what he asks, or talk and convince him that this is absenteeism.
Opposites attract
In the basement of Riker's mansion, you can find a rat and a turtle. If you have the talent "Animal Friend", then you will find out that the turtle is in love with a rat. You can use a variety of foods to lure a rat into a turtle. Drag food from your inventory and drop it on the ground, forming a food path.
Hunter of evil spirits
In the house located east of the Monastery Forest, there is a demon hunter named Jaan (the same Jaan from the original Divinity: Original Sin). Approach it to automatically receive 14,975 experience points for research.
Jaan will ask you to explore the Blood Moon Island and kill a powerful demon called the Advocate. If you have Lowse on your team, you can let the girl talk to him to increase your reputation by 10 points. He agrees to help Lousa in exchange for killing the demon Advocate. In any case, you will advance on the quest and earn another 7,500 experience points.
It is highly recommended that you complete three other quests along with this quest, as they are all partly related to their location - "Secret of the Blood Moon Isles", "The Lawyer" and "The Forgotten and Damned". Rewards and quests will be listed separately.
In Jaan's house there is a book called The Decorated Psalter, which is needed to complete the Forgotten and Damned quest. By reading this book as a character with the tag "Scientist", you can get 14,450 experience points (but if you have not read it by another hero).
Travel to Bloodmoon Isle through the port in the Monastery Forest, or use the ghostly vision spell near the broken bridge near the altar of wandering in the fields of Driftwood. You can safely teleport using the ghost bridges that appear. In any case, after you find yourself on the island of the Blood Moon, talk to the Advocate in the demon camp and agree to complete his personal task, since in this case you can get a large number of experience points and advance along the main storyline. You can also kill the Lawyer right here and now, at the first meeting, but this is not recommended - it is better to kill him after completing the task and collect the maximum possible experience points and a reward.
Having dealt with the Masters of the Black Ring who surrounded the tree, you can kill the Lawyer himself. In battle, he will be helped by three characters and a dog (the other dog will stay on the beach - you can kill it and get 7225 experience points). Deal with the pickpocket Basatana before attacking the Advocate. Killing the Lawyer will give you a measly 7225 experience points, but it drops some pretty powerful loot. You will also earn 7225 experience points for killing a dog and 28,900 experience points for killing each of the other four characters (Pickpocket Basatan, Chtiltia, Lady Agony, Eiren Havok, and the knight. Once they are all dead, do not forget to search Basatan and take the scroll.) Also clear the area of the remaining enemies to gain experience points and loot.
After you kill the Lawyer, you will need to find out the name of the demon. When you report to Jaan, you can go to the Ancestral Tree, activate the ghostly vision spell and talk to the spirit of this Tree to find out the name of the arch-demon Jaan.
To talk to the Tree, you will need to find out his name, which you will find if you read the archivist's journal in the Archives located in the picture below (this archive is actually associated with the "Secrets of the Blood Moon Island" quest). Say the name of the Tree and you will earn 66,200 experience points, and you will also learn the name of the arch-demon who settled in Doctor Daeva.
The screenshot above shows the entry to the Archives. You will need a high enough intelligence level to locate the mound and dig it up. By entering the Archives, you will receive 50,575 experience points. Tell Jaan that the Advocate has been killed and you will earn 36,100 experience points. As the dialogue develops, you will receive another 36,100 experience points, and a total of 72,200 XP. After you reveal the demon's name to Jaan, then officially complete the quest and get a choice of something from the legendary loot. If Lowes is in the swami, then Jaan will try to cure her, but ultimately fail. He will then agree to join you on Mistress of Revenge and meet the demon later.
Reward:
- 14,975 experience points for approaching Jaan's house.
- 7,500 experience points for agreeing to explore the Isle of the Blood Moon.
- +10 Attitude to Lowse if you let her talk to Jaan.
- 14,450 experience points for reading the book "Decorated Psalter" by a character with the tag "Scientist" (the book is associated with the quest "Forgotten and Damned").
- 7225 experience points for killing the Advocate and two dogs (for each opponent). A total of 21,675 experience points (one dog will probably stay on the beach and have to go to her).
- 28,900 experience points for killing each of the four minions of the Lawyer during the fight with him. A total of 115,600 experience points.
- 50,575 experience points for penetrating the Archives and searching for the archivist's journal (associated with the "Secrets of the Blood Moon Island" quest).
- 66,200 experience points for giving the name of the Ancestor Tree (associated with the "Secrets of the Blood Moon Island" quest).
- 36,100 experience points twice (72,200 XP in total) for giving Jaan the demon's real name after you kill the Advocate.
- Choosing an item from the legendary category after completing the quest with Jaan.
Secrets of Blood Moon Isle
This quest can be obtained after you learn about the Black Ring's attempt to get through the fog of death that surrounds Blood Moon Island. After you find yourself on this island, go to the place indicated in the picture below - this is the entrance to the Archives.
Just getting inside the Archives, you will receive 50,575 experience points. You can also apply ghostly vision and talk to the spirit of the Archivist. Regardless of which dialogue option you choose, 14,450 experience points will be credited. In the Archives, find the archivist's journal and read it to find out the name of the Ancestral Tree - Eleaness.
Walk forward and find that the wall is actually an illusion, the hidden door will need intelligence to see it). Pick up an unusual blade to get 50,000 experience points. If you interact with him as a lizard character (Red Prince), you will be able to understand the words engraved on the blade. There is also a locked Tenebrium chest, which will consume one unit of source from your character with each interaction. But if you use a master key, then the source will not be consumed. If you search the chest, you will find a green teleportation pyramid. The first two you could find in Dallis's quarters on the Mistress of Death (one on the table in the quarters, and the other in the secret room).
The Ancestral Tree is located in the center of the Blood Moon Island, but at the same time it is surrounded by the Masters of the Black Ring, who will attack you as soon as they see you (unless you pass the check during the conversation). Approach the tree to attack enemies. It is recommended to start the "Lawyer" quest, and then kill the same masters, but for a much higher amount of experience points.
If you haven't killed the Lawyer yet, then he will not allow you to talk to the Tree, so you may have to deal with the demon. Killing the demon is also part of The Hunter of Evil Things quest, so it is recommended that you kill him in conjunction with this quest.
Kill the Advocate and cast the Ghostly Vision to speak with the Ancestral Tree. Say his name (Eleanessa) to start a serious conversation. The tree will thank you for relieving its pain. You will receive 66,200 experience points for saying the name of the Ancestral Tree. Then the Tree will ask you to kill Dr. Daeva, who is possessed by the powerful arch-demon Adramalich (this quest will start another task "Doctor's orders").
Like many other quests on the island, after these actions the quest will be completed.
Reward:
- 50,575 experience points for simply finding and entering the Archives.
- 14,450 experience points for communicating with the spirit of the Archivist.
- 50,000 experience points for picking up an unusual blade.
- Green Pyramid of Teleportation - lies in the Tenebrium chest near the Unusual Blade.
- 66,200 experience points for using the real name of the Ancestor Tree.
Advocate
Travel to Bloodmoon Island using the port in the Monastery Forest (some gold will have to be paid) or the ghostly vision spell on the destroyed bridge near the wandering altar in the fields of Driftwood. In the second case, a ghost bridge will appear, which will allow you to teleport to the Blood Moon Islands. You can also use Spread Your Wings to navigate between the pillars of a place and cross it.
When you get to the Blood Moon Island, talk to the demon Advocate. It is located in the west, close to the beach. He will ask you to help him in destroying the forces of the Black Ring, which surrounded the nearby Ancestral Tree. Calling him the king of the fiend of the Nether, you will cause the appearance of monsters that attack your squad. Fortunately, the Advocate, along with his allies in battle, will take your side.
Note. While the Void Fiends are appearing, you can use the chaos on the battlefield to kill the Advocate. In this case, you will be left without a quest reward.
Agree to help the Lawyer, and he will immediately teach you the ownership of the source. You will get another point towards the maximum headroom. If you already have the maximum possible three slots, then instead of this, your character will receive a book with a random skill from the Lawyer.
Approach the Ancestral Tree located to the north of here and prepare for battle. There will be four Masters of the Black Ring, two of whom will summon golems (two) to aid them in battle. Bone golems will allow you to earn 14,450 experience points for each. At the beginning of the battle, a powerful destroyer (undead) of the Black Ring will also appear, but for killing him you will not receive experience points.
After all opponents are dead, the Lawyer will immediately appear, with whom a conversation will begin. Ultimately, the Lawyer will point out the location of the Nameless Island, as promised before. In fact, the quest is over, although you can still attack the Advocate right now.
Reward:
- One point to possession of the Source or a book with a random skill (if you already have three slots for the Source).
- 14,450 experience points for killing each of the two bone golems summoned by two masters of the Black Ring near the Ancestral Tree. A total of 28,900 experience points.
- 28,900 experience points for killing each master - for a total of 115,600 experience points.
- 194,550 experience points for the destruction of all representatives of the Black Ring, as well as information about the location of the Nameless Island.
- One item of your choice from a rare category (after completing the quest).
Forgotten and damned
A shiny sculpture will appear on Blood Moon Island in front of the Demon Camp. You can interact with the statue to start this quest. This quest can be activated in another way - take the book "The Taming of the Sacred Fire" and read it by the character with the tag "Scientist".
There are three sculptures on Blood Moon Island. To activate them, you will need to read a book called The Taming of the Sacred Fire. This book also has the title "Decorated Psalter" (roughly the title will be before you decipher the book with a character tagged "Scientist"). You can find a book in one of these places:
- Jaan's house (read the first quest of this location).
- Archives in the northeastern part of the island.
- On one of the corpses of the masters after you kill them near the Ancestral Tree.
You will need a character with the tag "Scientist" who can decipher the book. After reading the book to scientists, you will receive 14,450 experience points. However, before entering the vault, first travel to the northern part of the island and find the ancient forge (at coordinates X: 317, Y: 479). Use this forge to combine it with a silver bar to create a silver lever. You will need two silver levers for the second and third vaults. Silver ingots can be found near the forge and on the Black Ring member inside the unfinished crypt.
In the southern part of the island, near the camp of the demons, three vaults are scattered. Use the psalter to destroy the statues and enter the vault. The Megalomania and Bound by Pain quests require you to install a special silver bar lever. See below for more details.
Here you will find a green teleportation pyramid and medical notes, which will allow you to start the tasks "Megalomania" and "Silent". For more information, see the description of the Secrets of the Blood Moon Island quest.
If you read the notes, you will understand that these vaults are actually inhabited by people infected by demons that the healers could not cure. Thus, these sufferers were locked up along with the healer so that the demon could never become a threat to humanity.
This crypt is unfinished and does not actually contain anything of value with the exception of one silver ingot. However, its study may be required to complete the current quest.
Upon entering this vault, you will come across a broken linkage that requires a lever made from a silver bar. This is needed to repair and open the door. Unfortunately, when you try to use the lever, it won't work. Activate the ghostly vision spell to see the spirit of Brother Robert located near the statue. Talk to him, pass a persuasion check so that he opens the door and asks to kill the creature inside.
Enter the room and walk forward a little. If any character absorbs the energy of the source from a puddle in the room, then the lizard will begin a conversation with him. So be careful! If you agree to free the lizard, then Rajarima will absorb the entire source of your hero and break free, which will lead to the beginning of the battle. Be careful that after liberating and starting the battle, your opponent will throw a powerful storm of arrows, which will cause huge damage to the squad, especially if the heroes are grouped at one point - perhaps this spell will even kill two or three heroes. In any case, you will have to kill the possessed one.
If you refuse to release her, you will eventually have to pass a speech test. If you succeed in dialogue, then Rajarima will not be able to steal the source points from your character, and will not be able to break free. Then you can millet shoot arrows at her or use ranged spells to take out the enemy safely.
Ultimately, the most easy way here is a lizard attack from a height at the very beginning. Do not even bother finding the source and absorbing it, so that the lizard does not speak to you. Regardless of the method you choose, once the raptor dies, you will earn 36,100 and 21,675 experience points for a total of 57,775 XP. This will end the quest "Megalomania". Be sure to chat with Brother Robert's spirit, share the decision, and collect your reward.
This hideout is the main location in the Bound by Pain quest. Go through it, activate the ghostly vision spell and talk to the spirit of Brother Calvin. Either way, move forward and repair the broken lever using a lever crafted from a silver bar. Then talk to Brother Calvin again and convince him to open the door for you. You will need to pass a speech test to convince Calvin to do so. Be careful: Speech testing requires intelligence. It looks like you will fail even with a conviction of seven points. The memory test can be passed with five persuasion points.
In any case, as soon as the door opens, you will find yourself face to face with a possessed gnome. He will ask you to destroy the pillars - when they are destroyed, of course, the gnome will free himself, which will lead to the beginning of the battle. Unlike Rajarima from the second hideout, the gnome is a much weaker opponent. You do not need too much effort to destroy it, and for this you will receive 28,900 experience points.
After the gnome dies, a demon appears and immediately attacks your squad. He is slightly stronger than the possessed dwarf, but still a relatively easy opponent. The danger in this case is that when dealing damage to the demon, there is a chance that he will instantly wrap one of your squad members and force him to fight against you (this effect manifests itself as a "Demonic invasion" and does not heal). Just attack the possessed ally to bring him back to his senses or kill him. So the demon will leave the body of a comrade. Attack him, and after death you will receive 21 675 experience points.
In addition, there is a bug where, if you allegedly inflict the last, fatal blow on the demon, then it disappears, placing the Demonic Invasion debuff on one of your squad members, but this character does not really "go insane". In this case, the battle ends, and the debuff on your character remains until the character is dealt lethal damage, because of which a demon suddenly appears, and the battle begins again.
An alternative, better option is to simply save the gnome from the invasion. The trick is that you can damage the gnome with the same character, but not kill him. It will probably be necessary to cast healing spells on the dwarf so that he does not die. Continue until it falls no more, and then destroy the pillars.
The moment the pillars are destroyed, the demon must leave the dwarf's body, leaving the dwarf unharmed. At this stage, everything will happen as above. Attack the demon, and if he possesses one of the members of your squad, then kill him to make the enemy show himself. After the demon dies, you will receive 21,675 experience points. In this case, however, the dwarf will survive, and talking to him will result in another 36,100 experience points. The quest will be completed.
When you leave their hideouts, be sure to talk to Brother Calvin about your choice in order to receive your reward. If you failed to save the gnome, then Brother Calvin will most likely disappear, leaving you with nothing.
This storage is associated with the quest "The Silent". Enter it and activate the ghostly vision spell to see the spirit of the healer, Brother Morgan. Talk to him and he will ask you to free the poor girl imprisoned in the shelter. Agree or lie to him, and he will open the shelter.
Inside, to talk to the girl, you must first pass a Cat Speech Check (Animal Friend talent required) in order for her to allow you to talk to her mistress. In the event that you cannot pass the speech test, there will be no choice but to kill the cat and get 1400 experience points. Break the source chains that bind the girl and talk to her, but note that if you do not pass the speech test, the girl will not be able to get out of the dream. If each of the four characters of the squad has not passed the speech check, then there is nothing left to do but leave the quest unfinished (or not change the companion). You also need to pay attention to the fact that you cannot kill the girl - in the game she is invulnerable to attacks of all types.
If you pass the speech test, you will receive 14,450 experience points and will be able to teleport the girl aboard the Lady Revenge, where you can heal her and complete the last stage of the quest. The quest "Silent" will be completed. Talk to Brother Morgan to receive a reward for your efforts.
After exploring all four vaults, the quest should be automatically completed. The final entry should be "We found and cleared all four hideouts on Blood Moon Island."
Reward:
- 14,450 experience points for reading the book "The Decorated Psalter" by a character tagged "Scientist".
- 57,775 experience points for killing the possessed raptor and completing the Megalomania quest.
- 21,675 experience points for killing a demon that has moved into a dwarf from the third vault, as well as 36,100 experience points if you keep the dwarf alive by completing the Bound by Pain quest.
- 14,450 experience points for being able to wake the girl from the fourth hideout and complete the "Silent" quest.
Druid
Read the archivist's journal found in the Archives in the northeast of Blood Moon Isle. This will give you the name of the Ancestor Tree.
On the ruins in the western part of the island (where you will encounter some demons) use the ghostly vision spell to see the spirit of the druid. He will ask you to ease the suffering of the Ancestor Tree. The tree is located in the center of the Blood Moon Island itself, but in order to get there, you will need to defeat the members of the Black Ring.
To talk to the Ancestral Tree, activate a ghostly vision spell to ease his suffering. You may also have to kill the demons, which are the objects of Luose's personal quest "The Hunter of Evil Spirits."
Then the Tree will ask you to kill the doctor who is possessed by a demon (this is how the "Doctor's Prescriptions" quest will begin). After freeing the Ancestral Tree, chat with the spirit of the druid and complete the quest.
Doctor's prescription
You can learn the name of the demon from the Ancestral Tree on the island of the Blood Moon. If you talk to Jaan, he will tell you that the doctor is currently hiding in the Arx location. Investigate the wedding place in the "Secrets of the Dwarfs" quest to find out that it was this doctor who sent an explosive wedding cake as a gift to the dwarves.
Outside the Arx school, the unfortunate citizen will tell you that the doctor thanked you for serving him on Blood Moon Island (if you helped the Lawyer). In addition, you will need to kill Isbeyl ("Secrets of the Dwarfs" quest) or Lord Kemm ("Linder Kemm's Shelter" quest) in order to receive an invitation from the doctor to a meeting.
You can find a doctor (level 20) in the Black House in the northeast of the Arx location. The Illness will already be waiting for you near him. Talk to her and she will teleport the squad to the demon's dimension. When you walk with Illness, you will see candles. Smell them, make a moral choice, but even after that, the health reserve will be in the region of 11,000 HP. After sniffing all the candles, go inside and, first, finish off all the nurses who are restoring the doctor's health. When attacking them, use physical damage, since enemies have very strong magic armor.
When you destroy all the nurses, then talk to the doctor so that he first reveals his true form. Try to use up the entire supply of the source as soon as possible, as the demon can suck it out of you. Defeat the enemy and then talk to Lowse.
You can visit the doctor's basement and find the locked Jaan inside. There are also a huge number of magic-locked rooms that you can open with a simple lockpick. One of the chests contains Quinn's armor, which will give you the ability to fly.
prompt... If you throw a box of deadly fog at him, he will be instantly killed.
Bound by pain
To start this quest, you need to get into one of the vaults sealed by the statue on Blood Moon Island. To open the statue, you must allow one of the Scientist-tagged characters to decode the Decorated Psalter to transform it into The Taming of the Sacred Fire. This book can be found in several locations, including the Archives in the northeast of the island and representatives of the Black Ring near the Ancestor Tree.
Travel to an ancient forge in the north of Bloodmoon Isle to create a Silver Lever using a Silver Ingot. Use this lever on the slot inside the shelter, then activate the ghostly vision and ask the spirit to open the door. If he refuses, then you will need to use the "Source of Vampirism" (a skill that will be learned during the "Sharp awakening" quest).
A possessed gnome is waiting for you outside the door, begging to destroy the pillars. If you do this, then free the demon. You need to attack the gnome until he can no longer stand on his feet (when about 10% of his total HP remains), and then free him by destroying the pillar.
Note. You may need to heal the gnome during this entire process. If you kill the dwarf, the quest will automatically be completed. To avoid accidentally killing the gnome, consider using the Life on the Edge spell.
As soon as the demon is free (you can do it during the battle, and for this, defeat the gnome), attack him. After a while, it can move into one of your companions located within a radius of eight cells (but it cannot move into the summoned creatures).
When you help the dwarf, you can find his treasure at the location at coordinates X: 193, Y: 379 in the western part of the island, where there are three graves (crosses).
Silent
To start this quest, you need to get into one of the vaults sealed by the statue and located on the island of the Blood Moon. To open the statue, you must allow one of the Scientist-tagged characters to decode the Decorated Psalter to transform it into The Taming of the Sacred Fire. This book can be found in several locations, including the Archives in the northeast of the island and representatives of the Black Ring near the Ancestor Tree.
Use the hymn to destroy the statue, enter the vault, and then use the ghostly vision. convince the spirit of the protector to open the stone gate. If you fail to do this, then you will need to use the source of vampirism - this skill is learned in the "Sharp awakening" quest.
Convince or kill an undead cat so you can get close to the possessed girl (you need a character with high strength to convince a girl). You will be able to teleport her to Lady Revenge, where you can continue her treatment.
Megalomania
In one of the vaults on Blood Moon Island, you will find a note lying on a bookshelf. It details the case.
To open the statue, you must let one of the characters tagged "Scientist" decipher the Decorated Psalter, so that it turns into the book "Ornament of the Sacred Fire". this book can be found in several places, including the Archives in the northeast of the island or the Masters of the Black Ring at the center of the Ancestral Tree.
Go to the ancient forge in the north of the island, where make a silver lever from a silver ingot. Use the lever on the slot inside the vault, then activate the ghostly vision and ask the guard to open the door. If he refuses, then you need to apply the "Source of Vampirism" on him, which you will study in the "Sharp Awakening" quest. Defeat the demon inside.
Larian Studios has done the impossible by releasing a sequel that surpasses the original in almost every way. You can go through it a huge number of times and at the same time constantly find something new, for example, additional puzzles and riddles, the solution of which can lead to valuable items. True, it is almost impossible to do some of them on your own, so we decided to write a guide to solving them.
Act I puzzles and riddles
Brack's word puzzle
When speaking from articles of illusion, you will notice that each letter in the highlighted words has a specific meaning. Therefore, you just need to compare them with certain values. If you talk to the rat outside the room (you need to have the "Animal Friend" skill), you can get a couple of tips to solve this puzzle.
The first word
BRACCUS, which consists of the following letters and meanings: B (bloody), R (rotten), A (thieving), C (very), C (very), U (awful), S (fellow). Therefore, we need to choose values that correspond to the letters from the word CUR (mongrel): very, awful, rotten. In Russian localization it looks like this: very terrible, rotten.
Second word
SOURCE, which consists of the following letters and values: S (scourge), O (devil), U (misery), R (blight), C (hex), E (curse). Therefore, we need to select values that correspond to the letters from the word CURE (medicine): hex, misery, blight, curse. In Russian localization it looks like this: slander, suffering, poisoning and damnation.
Brakka tower
In this place you have to solve several different "puzzles", some of which will make you brainstorm. We'll quickly list them and give you quick guides on how to get them done.
Closed gate next to the statue (walk past the undead)
Here your hero will need to use the lever located in the room located on the other side of the main room.
To get to the lever, you need to click on the sewer grate installed in front. We advise you to use the jump skill - this will allow you to quickly reach the sewers. Although you can also try to knock down a door nearby.
To solve the puzzle with a well, you just need to fill the latter with water. The easiest way to do this is with a rain spell. Just cast it over the well and wait a couple of minutes.
Tomb barrier
If you want to remove the barrier, then you will have to get one point of the Source and place it in the "Mysterious Technique", standing near the barrier.
To heal the historian from his curse, you will need to put him on a surface with blood, and then cast the "Blessing" spell on the blood. How do you get blood? The spell "Blood rain" can help with this.
If you do not have the above spell, then you can use the ability "Flesh to sacrifice" a couple of times, and then transfer the historian to a pool of blood. In extreme cases, you can attack your companion, and then teleport the historian to a blood pool.
Cursed lever (saving Gareth)
Here you just need to bless the lever. Unfortunately, it will not be possible to save the soldier (at least, we did not find such a way).
Act II puzzles and riddles
Cemetery (Riker's District)
Stunning tomb
To gain access to the coffin, you just need to cast Amour of Frost on yourself. To free Kanna (Qanna), as well as talk or kill her, you need to throw a buff on her.
Flaming chest
There are several conditions here: you must be a lizard and know the ancient language. After learning the language, go and talk to the salamander in Ryker's house. Here you met him for the first time. After learning the password, return to the burning chest and cast a rain spell on both sides of the heads of the lizards that spew flame. This should be enough (you can also try blessing the water if it doesn't work the first time). You will then be able to talk to the chest.
Johann's tomb
First of all, you need to find two buttons that will allow you to open the wall that blocks the passage to the coffin.
After that, you need to put part of your equipment (we used a pot, but you can also install equipment, since nothing will happen to it) on the large button located in the farthest room. Then use the Spirit Vision skill, which will allow you to see the levers on the wall. You need to press them in a certain sequence to open the hatch: first use the middle lever, then the left lever, and finally the right lever.
Elemental puzzle in the house of Mordus
Everything is pretty simple here. You need to use Ghost Vision to see the solution to the puzzle (it appears at the top of the block of squares).
If you have any problems with solving this puzzle, then we advise you to familiarize yourself with our guide, where we have analyzed this riddle in detail.
Burning Prophet Statue
This puzzle is pretty simple too. You need to light all the braziers at the same time using a fireball or ignition.
Act III Puzzles and Riddles
Lucian's Coffin - How to complete the mini-game
Basically, all the information you need is presented in the picture below. However, here you may encounter one unpleasant bug, in which the blood does not become blessed even after passing through the blessed fire. To solve this problem you will need at least 2 teleportation pyramids.
You must throw one of them outside the blue barrier. Then teleport to him, use the jump ability and get to the end of the pipes with blood to manually bless her. This method is suitable even for lone wolves, since only one component out of three is not blessed.
Act IV Puzzles and Riddles
Altar of Lucian (Lucian's Altar) - how to pass the mini-game
After setting up the piping system as shown in the screenshot below, you will need to fill the center bowl with blood. You can choose any method, but we recommend that you do it through the grate next to the altar (you can use the spell "Blood rain" or attack your companion). Then you need to cast "Blessing" on the chalice to consecrate the blood.
Act VI Puzzles and Riddles
Cranly Hubert's Questions Answered
When you get to the city of Arx, you can find the house of the Wise One, in which you can talk to a scientist named Cranly Hubert at any time. He will offer you to play a guessing game, that is, you will need to correctly answer all his questions. However, even if you make at least one mistake, he will stop talking to your character (you can choose another). For this reason, we decided to publish the answers to his questions.
First question
The answer is: "House of Dreams."
Second question
The answer is as follows: 1234.
Third question
The answer is: Tenax
Fourth question
The answer is as follows: Cassandra
You are probably wondering why exactly you played this simple game. The fact is that if you can give the correct answers to all questions, then the wisest will take you to his hiding place. Fear not, there are no enemies here, but there are a huge number of books telling about the game world (some were written by Hubert himself). He will also give away the key to his house and the reward.
Nice stuff for a couple of questions. In addition, in a secret room you can find a chest, items in which are generated randomly. But most importantly, you will be able to unlock the door leading to the backyard without committing a crime. This will allow you to continue (start) the "Secrets of the Dwarfs" quest.
Losses in the ledger are side quest in Divinity: Original Sin 2. We met the merchant Garvan, who told us that near Driftwood, he and his mentor Liam were attacked by the fiends of the Nether.
Important NPCs
- Garvan
Passing
Find Garvan in the Driftwood Tavern on the first floor. He will tell you that he and his mentor Liam were attacked by the fiends of the Nether. Liam was killed and all their belongings were missing. He asks you to find the missing supplies on the road west of Driftwood.
Travel to the marked location and you will notice a troll guarding the bridge. You can kill him, or help him in the "Competitors" quest.
Follow the trail of blood (found at high Perception) and you will see a wooden chest. Try to hack it or take it into your inventory and the undead beastmaster will appear with his "pets", the creatures of the Void - Pasha and Tasha.
After the fight, you can inform Garven that the supplies have been destroyed, or return the chest with or without the contents to him.
If you continue to investigate this location, you may find (again requires high Perception) a shallow grave. Dig up the remains. If there is an elf in your group, then he can eat them and then you will find out that Liam was killed not by fiends, but by someone close. Use Spiritism (quest "Abrupt Awakening") to talk to the spirit. You can agree to avenge him (task "Aggressive capture").
Job structure
We met the merchant Garvan, who told us that near Driftwood, he and his mentor Liam were attacked by the fiends of the Nether. Liam was killed and all their belongings were missing. Perhaps we should help him.
We have agreed to try to find and recover Garvan's supplies. They should be found somewhere on the trade road west of Driftwood.
We arrived where the enemies attacked Garvan and his mentor. The traces of the struggle are really visible here.
We found Garvan's missing belongings.
Mission completion options:
- Garvan's belongings have been destroyed.
- We told Garvan that his belongings were missing.
- We returned Garvan his belongings.
- Garvan is dead. He won't need these things anymore.
- We left the Reaper's Coast without having dealt with Garvan's case.
After disembarking ashore, head north towards the city located in the center of the map. On the stone bridge, you can take the "They will not pass" quest from the boy. Also on the way you will come across a plundered caravan and a chicken coop. There you can take quests: "Plundered caravan" in the first case and " When to count chickens "- in the second.
Near the chicken coop you can meet a boy named Pidge. If you play as Ifan, or he is in your squad, then this guy is needed for his personal quest. If he did not survive the attack on Lady Revenge, then tell the boy about it.
To the north of the chicken coop there will be executioners and hanging magicians, incl. Maester Siwa. Speak with Executioner Ninyan. You can ask her to free the captive by convincing her either with the help of a skill or by paying money. After that, talk to Maestr Siva and free her. Now let's go to the city of Driftwood, located to the west. The road across the bridge will be guarded by the masters. Tell them you saw the looted caravan and want to report. They will let you through. We go across the bridge, and then to the north, where the house of Meistra Siwa is located. Talk to her, and then remove the painting in the northeast corner from the wall and click on the button below it.
Open the hatch that appears with the Meistra combination. Go downstairs and talk to Maestr Siwa. Take the ingredients behind her. Read the recipe in the southwest part of the room. Now proceed to create the required substance. First, open your inventory and in the miscellaneous section use the obsidian lancet, as a result of which you will receive its bloody version. Now open the crafting panel or use the stove. Combine the Ritual Chalice, Blackroot, and Bloody Obsidian Lancet. Place the finished bowl with red contents on the grate in the northeast corner of the room, and then turn the valve. Interact with the smoke. You will again find yourself in the Halls of Echo. Walk forward along the only path and talk to your deity or demon in the case of Louse. Get the skill "Spiritualism". Use it and then talk to the deity / demon again. After that, use the cloud of smoke on the right to go back and talk to Maestre Siwa. Now you need to improve your skills in mastering the Source, and more specifically - to unlock the second cell of the Source.
There are the following teachers who can help you:
- Mordus (quest "Shadow over Driftwood"): you will need to eat the heart of the fiend of the Nether
- Hannag (quest "Window of Opportunities"): the bear and her children will die (you will also lose the tag "Animal friend")
- Jaan (quest "Monster Hunter"): you will need to kill the demon that he keeps in the cage
- Lawyer (quest "Lawyer"): you will have to sacrifice the soul of a stranger
- Saheila (quest "Elven seer"): just save her
- Riker (quest "Generous offer"): you will have to sacrifice the souls of three buried in the cemetery
- Almira (quest "Sudden lovers"): just complete her quest
When you get the second available Source cell in one of the possible ways, return to Maester Siwa. Talk to her and perform the ritual again, like the last time you got the "Spiritism" skill. Take the ritual bowl, the bloody lancet (you need to sprinkle it with blood again before this) and the blackroot (you can find it in the northwestern part of the island, near the Eitne shelter (quest "Merchant Eitne") and Liam's cache (quest "Aggressive takeover"). Combine them in the crafting menu, then place the ritual bowl on the grate and set it on fire with the valve.
Enter the hallucinogenic cloud and talk to the deity / demon, depending on the hero. You will get the "Siphon Source" skill. Use it on a deity / demon and return to physical world with the help of a cloud nearby. You will have a talk with Maestr Siwa, after which you will have to study one more available Source point from one of the teachers from the list above.
After you get the third Source point, perform the ritual again. There, if you perform the ritual not in the basement of Maestr Siva, you will be greeted by a Void Eater, practically invulnerable to physical damage, a Void Flayer, invulnerable to magic, with which you and your deity will have to fight. After the fight, talk to the deity / demon and use the cloud to return back. If you are performing a ritual in Siwa's basement, then just talk to your deity / demon. After that, talk to Maestr Siwa, however, the Flayer and the Eater of the Void will appear and kill her.
After the battle, use spiritism and talk to her spirit, she will tell you what to do next. When you're done on Reaper's Coast, return to the Lady Vengeance and speak with Ailment to travel to the Nameless Isle.
They Shall Not Pass / The Plundered Caravan / Law of the Order / The Burning Prophet / Shadow over Driftwood
They won't pass
A boy named Barrin Pruitt can be found on the bridge. He asks to find and save his mother on the other side. To get there, go to the edge of the bridge and teleport to the boat below. From it, climb the stairs to the house. There you will have a talk with the guard of the bridge Maria Pruitt, the mother of the boy. After that, you will have to, with or without her, depending on your decision, deal with the Fiends of the Void. There are three of them, but when you kill one, a new one will appear. Also note that after death, corruption is applied to the ground around.
After the victory, you will have access to a new heroic replica, as well as bonuses after the victory. If Maria is alive, talk to her and lower the bridge using a steering wheel-like mechanism. When the mother meets the boy, talk to her again, and she will put in a word for you in front of the chief of the guard. If she died, talk to the boy, but you will not receive a bonus that helps in completing the main quest.
Plundered Caravan / Law of the Order / Burning Prophet / Shadow over Driftwood
This is a series of quests that will lead to one of the options for obtaining the second cell of the Source and, accordingly, advancement in the storyline.
Near the bridge, where the boy was met, you can find a caravan that was attacked. Speak with the lone survivor, the Dwarf Warrior. Use the most pumped stat to convince her to calm down. Then she will point to a certain cave of shipwreckers. Near the corpse of the Master Inquisitor, you can pick up the key to a locked chest nearby.
Go to the pier, where you will have a talk with Master Raymond. Even if Maria Pruitt was saved on a quest "They won't pass", this will not help you much, and you will have to use the pumped skill to persuade the hostile character. He will give you the task "Law of the Order", and also give you a paper ("Road"), which will give you the opportunity to safely travel around the neighborhood without fear of the guards.
After that, you will have a talk with the Magister Julian left on the pier. You will find out the details of the task, and the quest will also close "Plundered caravan".
It is necessary to talk with Lohar, who is suspected of spying on Queen Justinia. Go to the Black Bull Tavern. On the ground floor there is a separate room with a Bouncer and a door to the basement. This is the dwarven hideout. The guard must either pay or engage in battle with him. Once in the shelter, go straight to the wooden structures, and then left up the stairs. There in the room you will meet Lohar. He will agree to help us, but only in exchange for a service. We'll have to complete his task "Shadow over Driftwood".
We follow to the house of Mordus, located west of the tavern. The main door is locked, but the side door will be open. Inside you will find Glenn Grammy sleeping. Tell her that you are from Lohar and she will empty the hatch to the basement. We go down there. There will be a hidden lever near the stairs on the pillar - pull it and you will free the gnomes stuck in the next room.
In the far corner from the opened door on the wall, you can see, with sufficient perception, an unusual lock in the form of a skull. Interact with him and the quest will begin "Taste of Freedom".
Go to the room where the gnomes were stuck. Going downstairs, hit the trap, and the door will close. To exit back, use the sculpture on the pedestal near the door. In the dialog select "press the button" and the door will open. Go to the chests. Move the two boxes standing on top of each other near them, and get access to the books. Search them. Read the letter to Mordus and take it with you. Return to Lohar and show him the letter. As a result, he will direct you to the Shipbreaker Cave in the western part of the map.
Walk across the west bridge of Driftwood and show the pass to the guarding magistrates received from Master Raymond to get to the other side without hindrance. Follow the path straight west. After passing along the gorge, you will stumble upon an ambush of possessed gnomes. If you play as a mystic, then use the appropriate line in the dialogue to avoid the battle. Go further and stumble upon another plundered caravan. There will be another trap, but you will have to fight in any case. Enemies will be mostly mages and will be located on a hill. Consider this and try to redistribute forces along the flanks and quickly get out of the lowlands. Also try not to group your fighters together. After winning, use Spiritism to talk to the spirits.
A little further south, on a hill, there will be a statue with an altar. Approach her and the quest will start The Burning Prophet. Use a fire spell that hits an area or an earth spell that leaves a puddle of oil that can then be ignited. The bottom line is that all five torches are lit at the same time. After that, talk to the statue and take the reward, and also read the book of prophecies on the altar and take it with you.
Go further west along the bridges. Be careful - there are many traps and spilled cursed oil and poison. Use various abilities that allow you to jump over long distances, as well as teleportation to safely overcome the obstacle. Then you can go directly to the ruined castle - here you will find yourself in a rather advantageous position. However, at first it is better to climb with the same abilities even higher, to a huge bonfire. There, use spiritism to talk to the spirit of the slain gnome. Next, decide what to do with the fire, which imitated a lighthouse, smashing ships on the rocks - to extinguish it or not.
Go back to the southern part of the ruins, where the cursed poison is spilled. Spread out and join the battle. After that, go down and follow the path west to the Shipbreaker Cave.
Inside, use spiritism to talk to the spirits. A survivor can be found north of the entrance. Get down further. On the site near the cliff, the fiends of the Void will attack you. If you cannot kill them, then you and your party members will be dragged into the basement, and your squad will be divided. First of all, you should collect the squad together. To do this quickly, use the teleportation pyramids. If they are not there, and also the characters cannot break the doors, then just destroy them. In the southwestern part, you can talk to the scientist Zanishima, who, if convinced, will tell you about the Mist of Death and the plans of Mordus. Also read the book "Jackals of Justinia" on the table near the scientist, and also read and take with you a letter with a blot lying on the floor near the scientist. Also go to the opposite side, pushing aside the barrels of oil that interfere with the passage, and there read the book "The Declaration of the Peacemaker" lying on the table.
If the fiends did not appear, just teleport down (you can get into the dungeon later, with the help of a hole and a hatch).
Once on the level with Mordus, you will have to fight him. It is better to save before the battle - it will be quite difficult. Be careful, as soon as your party member or enemy warrior dies, Mordus will drain its source on his turn and reincarnate into a fiend of the Void with a huge amount of health. You don't have to fight other gnomes. As soon as you deal with Mordus, the rest of the enemies will also be defeated. If the level of your characters is not high enough, and the battle causes difficulties for you, then you can cheat. In stealth mode, block the way up with boxes. Themselves go to the wreckage of the ship, located a little at a height (with a hatch to the basement, where your squad was divided). With one character with maximum health / armor, go closer to Mordus and teleport him to the wreckage of the ship with other members of the squad located there. Further, a matter of technology. Try to keep him constantly knocked out.
After the victory, you can ask him a little about how he came to such a life, but do not insist on telling him about the leader, otherwise he will die and you will not receive anything. You can ask Mordus to teach you how to better own the Source and thereby get the second available cell. To do this, you will have to eat the heart of the fiend of the Void - this is one of the possibilities for further advancement in the story at a minimal cost. Next, decide what to do with Mordus - kill him or spare him. You will also receive an amulet as a reward.
Go to the northern part. Walk across the bridge to the ruins. On the table, find the letter of the queen of the dwarfs - read it and take it with you. There will also be a trapdoor and a hole in the floor. With the help of the second, you can get into the dungeon where the heroes were divided. The hatch can be opened with the help of an amulet, which was presented by Mordus. Inside you can find the corpse of a gnome on the altar. He will have a purse with an eye, which is needed as a key to the skull-lock in the basement of Mordus's house according to the quest "Taste of Freedom". On the way back, you will be hit by the wreckage of the ship, and with a high degree of probability you will find yourself cut off from your party members, and you will also be attacked by a shark and crabs. Teleport to a small piece of land, and the shark will not reach you and will die right away. To get out, destroy the walls of the ship on both sides so that both your party members and you yourself will get out.
When you have surveyed everything you want, return to Driftwood to Lohar. Tell him about Mordus, in exchange he will give, in addition to weapons, a key to the masters' chest (on the second floor of the barracks), as well as information about three important characters that can help in the investigation: demonologist Jaana, the head of the cemetery Riker, and the elf Saheila.
Next, decide what to do with Queen Justinia's letter found in Mordus's vault. You can give it to Lohar and then the quest "Law of the Order" close, or give it to Magister Julian. In the second case, you will have to kill Lohar and then report back to Magister Julian. However, remember that in this case, everyone in the dungeon where Lohar's hideout is located will become hostile.
Dark Deeds in the Black Mines / Midnight Oil
This quest in itself will not lead to an increase in your ability to own the Source, but it is needed for several other quests.
The quest is taken from the paladin Tom Hardwin, who commands a squad of paladins that have occupied the bridge north of Driftwood. Grab the War Owl Whistle and head east across the bridge. Immediately, as soon as you find yourself on the other side, take the eastern road going up the hill.
As you approach the Black Mines, you will meet the masters fighting the fiends of the Void. Help them, and then you can either part with them peacefully, or kill them too. Walk a little further to the gate. There, if you are using spiritualism, talk to the spirit of the cook. If in the dialogue you stand between her and the attacker, then the spirit will tell about a certain Master Stanley. We pass through the gate. On the porch of the house below, the masters want to execute civilians. This is part of the quest "On one's last legs"... Read the passage of this moment in the corresponding section. In short, a persuasion of 5 is required to not execute any of the Crossby family, or to start the fight before the conversation with the Masters begins.
In the southwestern part of the Black Mines there is a hut in which the masters hold the bound robbers of the Black Circle, incl. Nikora. However, the entrance is blocked by two yelling people. Use any skill or weapon that allows you to absorb the Source, while the skill "Siphon Source" is not long-range enough to not be attacked. Therefore, if there is no other way, just sneak up on the yelling from behind and use this skill.
Inside you will have a small conversation with two masters - Worrh and Raymond, after which the battle will begin. In addition to being quite powerful, Master Worrh will use massive Shackles of Pain on at least three members of the Black Circle, who will take the same damage as the caster. If you want to save them, you will have to somehow neutralize the effect of the spell. You can break the spell if someone from your squad uses the "Shackles of Pain" himself on the prisoners, thereby "stealing" them from Master Warrh. The second moment - Master Raymond will try to escape through the back door to the ship. If you do not have time, he will leave this place, but you will meet him later, but of a higher level.
Therefore, there are small tricks in this battle, so that the master does not run away, and to save all the robbers of the Black Circle. Without entering the house, so that the conversation and, accordingly, the battle has not yet begun, go around it from behind. Teleport, standing close to the door, the robbers of the Black Circle to the pier, close to the ship (this will not confuse the masters in any way). Close this door and block it with boxes to prevent Master Raymond from escaping. The silent observer guarding this place can be killed immediately, for some reason the battle does not start. Leave a character with the Shackles of Pain skill with the bound prisoners from the Black Circle. If you are lucky, this character will not join the battle, and the skill will quickly recharge, allowing you to free the prisoners from the "Shackles of Pain" imposed by Magister Vorrh within one turn.
Proceed with the rest of the characters to the main entrance. You can also smash oil barrels near the exit to slow down enemies. The silent observer-archer at the entrance can also be killed immediately painlessly. Go inside as a character capable of teleporting, and talk to the masters. The battle will begin. Try to quickly teleport out and teleport Master Warrh, who has used the skill "Mass Shackles of Pain", somewhere far away so as to stall for time and not deal damage to him while his spell is active. But Raymond should be the focus. Attack him in every way, try to slow down, stun, knock him out, etc., delay him by any means. Magister Warrh try to teleport away all the time, but do not inflict damage on him while his "Shackles of Pain" is in effect. If, nevertheless, he fell under the distribution, heal the tied robbers of the Black Circle. If you are lucky, and the character who remained with the captives did not enter the battle, then immediately switch to him and destroy the spell "Mass shackles of pain", alternately casting on each of them his own "Shackles of pain". If he is in battle, then stall for time and do not inflict damage on Vorrh until you free all the captives, while the skill is recharging.
After the fight, talk to the robbers from the Black Circle and Nikor. You will learn that the masters are looking for a certain artifact "Eteran" (the quest "Midnight Oil"). Also search the bodies, from Master Raymond you can take the keys to the side room with a rat and a large number of corpses. You can ask the rat what happened here, as well as use spiritism to talk to the spirits. Also in the house, read the directional parchment on the table in the southwest corner.
The entrance to the necessary caves, where the masters carried out excavations, is located in the northeastern part of the Black Mines. Inside you will find many traps with poison and cursed oil. Use teleportation to get through them safely, or cover them with boxes. However, be very careful with the Phoenix Leap skill, because fire on landing can touch the oil. At the dead end to the right of the entrance, you can, using spiritualism, find the spirit of the blind guide and get information about the area.
After reaching the wounded Master Pathfinder, prepare to battle the shimmering fiends. Despite their several types, they are extremely susceptible to fire, but you should not use the skills of the earth and attack with poison. After the fight, enter the wooden passage.
You will find yourself near the tracks for the minecarts. A canary wanders here, from which you can learn about a certain local monster. If you turn left, teleport to another wooden passage and go inside, then inside you can interact with a mysterious column. If you have a Source point, then in exchange for it you will receive a recipe for the Eternal armor.
Exit back to the tracks and go straight. There will be a screaming ahead. In stealth mode with one character, get as close as possible so that he doesn't notice you, and then teleport behind him. Use the Siphon Source skill to finish off the screaming one. To the right of the paths just below there is a broken bridge on which lies the skeleton of a worker and a leaflet "Scandalous Memorandum", which gives new information on the quest "Midnight Oil"... To access it, you must teleport. Take the old key from the skeleton.
Walk past the altar of wanderings further. Below, near the tower, you can see a chest - the key from the skeleton is just from it. The easiest way is to teleport the chest itself to you. Then we come to the developed. If you go south, you will see the fiendish masters fighting. If Master Gregory survives, the conversation will begin. Even if he succeeds on his persuasion check, he will still attack. Take from his body the key to the armory (located here), and also read his excavation journal. Use spiritism and talk to the spirit of the master. Interact with the glowing device in the center. In the southeastern section there will be Eternals' creepy tablets, as well as a piece for crafting the Eternal armor. In the armory, read the diary on the bed. There will also be a secret door that leads to another mysterious column, activating which, however, will not receive anything. If you go to the cliff, then when you turn on Spiritism, find the spirit of the Master Swordsman. Teleport and talk to him, and get more information on the tasks. A rusty key can be taken from his body. Return back to the mysterious column and walk north from it to the ruins. Turn on spiritism and see the spirit of the canary. The rusty key will fit the overseer's chest in the corner here. Now you can safely go down, where there was a battle of masters and fiends.
Head back to the minecarts tracks and head east. There will be several masters and a broken oil pump. If you can convince the white master, then the battle can be avoided for now. Read the book on the body of the Black Circle scientist lying near the masters. The sequence for rebooting the device is as follows: amber, sapphire, emerald, which hints at the colors of the levers that should be pressed. Go to the broken oil pump and pull the levers in the following sequence: yellow, blue, green. They will attack in any case if you want to go further into the temple (you need to blow up the oil barrels at the crumbling wall in the northern part). After the battle, you can talk to the spirit of the white master, then we destroy the wall and go to the temple of the Eternals. In front of the stairs up to the right there will be a chest with an Eternals artifact - it is necessary to create the Eternal armor.
After reaching the huge glowing sphere, check the skeleton near the device in the form of an inverted pyramid. Read his diary, and then use the device to find out the riddle. It is necessary to activate the columns in a specific sequence. Comparing the descriptions of the years and the tips in the diary, we get the following order: Amadia, Tir-Zendelius, Dune, Zorl-Stissa, Zantezza, Vrogir, Ralik. If everything is done correctly, the glowing ball will disappear. Go down to the center of the room and interact with the ancient sarcophagus. Before that, to facilitate the subsequent battle, separate the heroes and disperse them far from each other. Several creatures materialize. If you have Fein on your team, he will want to talk to Eternal Ethera.
After the conversation, the battle will begin. Enemies are immune to poison, but earth and air magic works well on them. The eternal Eter is easier to attack with physical attacks and piercing, it can be constantly knocked down, but after exiting it, a little physical armor will be restored each time. Against eternal hunters, magic attacks are more suitable. If you quickly deal with the Eternal Ethera, then her summoned creatures will dematerialize, but the original eternal hunters will remain. After the battle, take loot from the bodies of enemies, and also check the energy chests near the sarcophagus in the center of the room. One of them will contain an ancient stone tablet. Read it and you will learn the recipe for the Redeemer Scythe. Take the tablet with you, as it is needed for the recipe, as well as for quests "Generous offer" and "Almira's Request".
Go outside and send a war owl with a message to the paladins by activating the whistle in your inventory. Return to the paladin-controlled bridge. As soon as you arrive at them, the battle with the twilight skeletons will begin. After the fight, talk to Paladin Tom Hardwin to complete the quest and receive your reward.
Window of Opportunity / On the last gasp
There is a monastery forest in the northwestern part of the island. There are ruins, it is better to enter them from the eastern side, where the secret of the Lich of the Source is located (quest "Taste of Freedom") and Jaan (quest "Monster Hunter").
Talk to the Masters. You can deal with them right away (in this case, you will make it much easier for yourself to complete this quest) or say that you will talk to the sorceress Hannag. In this case, go up to the second floor from the north side, and then teleport to Hannag with one character. A conversation will begin, after which she will open a portal and quickly find herself at the top, next to your comrades. Masters will also be waiting there. Teleport back. Here you need a persuasion level of at least 5 so that Hannag won't attack you. If you decide to deal with her and help the masters, or you simply do not have enough conviction, then a rather difficult battle awaits you. Hannag will sacrifice himself and several portals will open. And each one will be crawled out by the fiend of the Void. The portal is invulnerable to physical attacks, after 3 rounds it turns into a Nether flayer. Also, after the three portals are destroyed, Hannag will appear, which will already fully participate in the battle. If you want to receive a reward, then don't let the captain die.
If you want Hannag to teach you how to better handle the Source (another cell of the Source will open), it would be most optimal to attack the masters right away, while they are sitting in ambush at the very beginning, below. After that, talk to Hannag and ask about teaching the Mastery of the Source, and then in return she will ask for one favor - to save her apprentice Gwidane Rins. So get the quest "On one's last legs".
Once in the Black Mines and passing through the first gate, the porch of the house below, the magisters want to execute civilians. If you go down there, then a conversation will begin, and the verdict will be put into effect. A persuasion of 5 is required to not execute any. Otherwise, in order for the Crossby family to survive, the battle must begin before that - just talk to the brute magister patrolling the area near the gate you just passed through and remember the cook he killed (ask if his name is Stamley) or just attack. If you decide everything peacefully, you will get experience points, but you can immediately deal with the masters in order to gain additional experience, anyway they will attack later on returning. After resolving the situation, free the prisoners and talk to the mother of the family - Idonia Crossley.
Follow on to the next part of the Black Mines beyond the second gate. There, climb the tower to the suspended Guidain Rins. Talk to White Master Jonathan and play for time using persuasion as the prisoner tries to escape. As soon as he gets out, the fight begins. In addition to the masters, many fiends will appear here. At first, there will be small oily ones, with them it is enough to attack with fire, especially large oil stains will help you, which will ignite and cause severe damage to the fiends. In the second stage, in addition to small ones, there will also appear several large fiends - the ancients. The tactics are similar. But the third stage will appear fiery, which from the widespread fire will only be healed. The trick is that the fire around very quickly turns into tainted, and your task is to destroy the physical armor as quickly as possible, thereby imposing the effect of damage on these fiends, and now they will receive damage from fire instead of healing. The fight will still be extremely difficult, because In addition to direct damage, Gwidane will also spend health when she runs through the fire. Your task is for him to survive at any cost. Heal him constantly and restore armor.
There is also one small trick. If, before you climb the tower to White Master Jonathan (i.e., before starting a conversation with him) you teleport Guidane directly from the rope to the ground somewhere farther away, then the fiends will not participate in the battle.
After the battle, talk to Guidane near his family's house (Crossby) and receive a reward.
Generous Offer / Reluctant Servants / Weaver
Follow the cemetery (Churchyard) on the east bank. Inside you can talk to the cemetery guard Farima. She will ask you to kill Riker (the quest will start "Servants against their will"). Go to his house (located in the northwest part of the cemetery). The door is locked. To go inside, interact with the door and tell the truth.
Riker will be sitting in his office on the ground floor to the right of the entrance. He will ask you to find a tablet (the quest begins "Generous offer"). She is in the Black Mines, in a cave where excavations are taking place. More detailed walkthrough read in the section with the passage of the task "Dark Deeds in the Black Mines"... Go to the Ancient Temple and get the Ancient Tablet from one of the chests in the center of the room after you remove the huge luminous sphere blocking the way.
If you already have a tablet, you can immediately give it back, but you will get less experience (teleport somewhere and go back to the house to get maximum experience points). If you go on another trip, then when you visit Riker's house again, you will receive a note that he has decided to prepare for our arrival. The entrance in the form of a hidden hatch is in Riker's office, where we met him when we first got into the house, at the north wall. This will put you in the basement.
As a reward for the tablet, Riker will help us improve our mastery of the Source (adding one more cell). However, for this you will have to pay with the souls of the dead, whose bodies are in the cemetery. If this is against your principles, then stop the ritual and fight Riker. You can also attack Riker after he trains you. It is recommended to kill him first, because as soon as he dies, so will his servants. To get more experience, then deal with the servants first, and try to keep Riker in a knockout or other state that does not allow him to act all the time.
After the victory, take valuable items from Riker's body, incl. the keys to the basement and its desktop. Also note that there is a mirror near where Riker was standing, and a lever next to it. Use it and open the door without a keyhole to get into the room opposite the vertical staircase to the basement, through which we got here. Also take a strange metal key from the fireplace. Now you can go into that room and open the glowing chest. This will require the same key and a Source point. There will be a third yellow teleportation pyramid inside.
Return to the first floor. Behind the stairs in the corridor there will be a trapdoor to the dungeon. The key can be taken from Riker's body. There you can go to the quest "Opposites attract".
Also on the first floor, in the hall in the southern part of the building, you can read the book "The Exploits of Four", which is lying on the curbstone near the dining table. The quest will begin "Shelter of Heroes"... Also in the corners of the room there are stairs to the second floor to a closed room. To get there, you need a hero with pumped up strength. Also, if you try to climb the southeast staircase, then the hero must also have the skill "Friend of animals". A spider will come out there, and if you have any part of your body with you, you can try to negotiate with her. The quest will begin "Weaver"... First, get experience, and if you agree and then bring three more body parts, she will give you spider silk gloves. The quest will be completed. If you wish, you can then attack the spider.
Elven Seer / Saheila Tribe / Funeral Rites and Other Sawmill Quests
Saheila tribe
This quest comes from Fort Joy and can be obtained after saving Amiro on a mission "Captive elf"... It is enough just to find the camp of the elves and talk to them. This camp is located in the northeast of the map, east of the destroyed bridge to the Blood Moon Island and south of the sawmill. It will take a high level of persuasion.
Funeral rites
It is necessary to participate in the burial rite, optimally by an elf. For maximum experience, choose the top answers.
Vengeance for the Fallen
If Saheila was killed in Fort Joy, then you will receive this quest, and not "Elven Seer"... The task, in fact, is the same - to find and kill Rust (read the passage further in the section "Elven Seer"), and then take his hand to Tove in the elven camp.
Elven seer
Main quest "Elven Seer" You can take it in two ways: either visit the elven camp in the forest and talk to Tova, if you don't fight them, of course. She will ask you to find Saheila at the sawmill. The second option is to go straight to the sawmill and find Saheila there.
Northeast of the altar where the quest was "Test of all seasons" there is a territory separated by a high fence. This is a sawmill. You can get into it either from the flank, passing along a huge root, thrown over the cliff from the western side, but then the battle cannot be avoided, or you can go through the traps from the southern part. It is better to use the teleportation abilities so that the traps do not work. If you pass from the south side, then the guard Piggy will automatically start a conversation. If you can convince him, then there will be no fight. We go to the leader of the Lonely Wolves Rust Anlon. On the way, it is better to turn on "Spiritualism" and take the following quests: "Flame of old love", "No laughing matter", "Commission", "A log like a log", "Bitter medicine", "An eye for an eye", "Do not wash, so by rolling ".
The entrance to his chambers is in the eastern building on the second floor. The staircase will be inside at the northeast corner of the building. Talk to Rust. If you have Sebilla in the squad, let her talk to him. The battle will begin. During it, do not accidentally kill Saheila. After the battle, turn on spiritualism and talk with the spirits of the children killed by Rust, as well as with the spirit of Rust Anlon himself. Search everything around, in one of the chests there will be a contract for the murder, which will continue the quest "Valuable Booty"... You can look into a black mirror. Talk to the bound Saheila, untie her and go outside. If you cleared the yard of the sawmill earlier, then there will be no battle, if not, then get ready for battle. Keep in mind that the Lone Wolves mercenaries will primarily try to attack Saheila. The worn key found on the Witch Doctor's body opens the gate at the north end of the sawmill. After you have killed all the enemies, talk to the bowmaster Corbin Day, standing in the southeast corner of the sawmill courtyard, just south of the building with a ghoul log. He can join your team on the ship (quest "Do not wash, so by rolling", there is a bug in the game, and it does not appear on the ship). Also talk to the spirit of Cyrus Oates at the southern entrance to the sawmill, he will thank you for killing the Swine Breaker, and give additional experience (he should give the quest "Silent Ghost", however, due to a bug, the quest does not start).
Leave the sawmill. Saheila will leave you for a while. Go to the elven camp a little further south. Talk to Saheila. If there is Sebilla in your squad, then she will find out the truth about herself. Saheila will teach the main character to master the Source better (he will give one more Source point), and without consequences for anyone else.
The flame of old love
The spirit of Edie Angrim can be found near the southern entrance to the sawmill on the western wooden eminence. She wants her killer to say her name. A mercenary from the Lone Wolves named Vinokur is also wandering around here - talk to him. It will take at least 5 persuasion to get him to say the name of the victim. After he still utters the cherished words, talk to the ghost again.
No laughing matter
In the western building in the northern room of the sawmill, use Spiritism to spawn the spirit of the Gravedigger. Talk to him and agree to help. Dremoseca sleeps in the same room. Try to talk and place a cold hand on her cheek. She will tell everything. Then talk to the Gravedigger again and convince him to go to the Halls of Echo, absorb his Source, or simply leave. The treasure will be on the shore west of this building. If you then deal with Dremoseka, then the key covered with sawdust, which can be obtained from her body, unlocks the door to her room.
Commission
In the southern part of the western sawmill building, you can talk to the spirit of the paladin Everhart. He will tell you about Mom's vulnerability. After killing her, speak with the spirit of the paladin Everhart again, and then with the paladin paladin Tom Hardwin, who commands the squad of paladins that have occupied the bridge north of Driftwood, to receive your reward.
Log like a log
In the eastern sawmill building, use Spiritualism to find an unusual log. Talk to him, and the spirit of the elf who lives in the living tree will ask you to deal with his offender. The spirit of the foreman from the sawmill can be found in the south of the sawmill among the traps. Find two graves, in the west - there will be a body. Dig up and talk to the ghost using spiritism. To kill him, as the log asks, absorb the Source of the Spirit. Then return to the log. As a reward, you will receive a shield made of live wood.
Bitters
In the center of the sawmill, use Spiritism to speak to the spirit of the Black Widowmaker. It is necessary to kill the Serpentine Root sitting next to it. After you deal with her, talk to the spirit of the Black Widowmaker again to complete the quest.
An eye for an eye
At the sawmill on the eastern wooden dais near the southern entrance, you can find the spirit of an old magician. Take the bolt out of his throat, and he will ask you to take revenge on his killer. Deal with the well-aimed shooter who walks nearby here. After that, talk to the spirit of the magician again, and get one of the proposed skills.
Monster Hunter / Lawyer / Secrets of the Blood Moon Island / Forgotten and Damned and other quests of the Blood Moon Island
Monster hunter
Jaan can be found in the northeastern corner of the western part of the island, he is standing near the cage with the demon. This character is also important for Louse's personal quest. Also, if you complete his quest, then as a reward you will improve your possession of the Source (which is necessary for story quest). He will ask you to enter the Blood Moon Island and kill the demon Advocate.
Lawyer / Secrets of Blood Moon Isle
Go to the broken bridge to the north and use Spiritism to reveal hidden sections of the bridge. Use your teleportation abilities to follow them to the Blood Moon Island. Beware of the traps scattered across these areas.
Once you reach the island, open the gate and talk to the Corrupted Pilgrim. He will send you to the Lawyer, who lives in the southern part of the Blood Moon Island. He will offer immediately in exchange for the service to teach him to better wield the power of the Source (an additional cell of the Source), but for this he will have to sacrifice the soul of a stranger whom the Lawyer will summon. You can refuse this ritual. If you have 3 cells of the Source, then he will give a book of skill, but you still have to bring a sacrifice. Also, as a reward for the service, the Lawyer can reveal the location of the Nameless Island. The service for him is quite simple - to deal with the representatives of the Black Circle in the center of the Blood Moon Island, surrounded by an unusual ancient tree.
As soon as you get closer, a conversation will begin with the Tormentor of the Black Circle. If the conviction is pumped, then the battle will not start right away, but it is worth then getting a little closer, and the battle cannot be avoided. In the squad at the Black Circle, there are mainly magicians, try to knock down physical armor and knock out, and then the fight will not be difficult. After you defeat the representatives of the Black Circle, the Lawyer will come and tell you where the Nameless Island is.
Collect and read a mysterious letter from the Tormentor of the Black Circle. The quest will begin. You must go to the Archive. The entrance is hidden in the northeastern corner of the island (there is a mark on the map), and you need a pumped perception to find it. If there are not enough points, you can use the skill that gives "Purity of Mind", for example, "Peace of Mind".
Once inside the Archive, read the book "The Diary of the Archivist", lying on the table in the center of the room - so you will learn the name of the tree (Eleanessa). On the shelf just to the east of the table, interact with the books and read the medical report ("Map of the Obsessed Wanderer") - the quest will begin "Bound by Pain"... Among the books on the shelf in the southwest part of the room, there will be another medical report ("Possessed Awakened Card"). Read it and the quest will begin "Sublime deception"... The third medical report ("Obsessed Child Card") will be among the books on a shelf in the northwest corner of the room. Reading it will start the quest. "Silent"... Also use Spiritualism to talk to the spirit of the Archivist - the quest will begin "Forgotten and Damned"... After that, read the book "The Taming of the Sacred Fire" by the character tagged "Scientist". It can be found on the corpse of one of the Black Circle representatives killed near an ancient tree in the center of the island, as well as in a pile of books near the eastern wall of the same archive room with the spirit of the Archivist.
There is a secret door in the northern part of the room, which can be found with a sufficiently high Perception. At the end of the adjoining room on the altar lies the Strange Blade - this is part of Anathema on the quest "Family business"... If you have a lizard in your squad, he will be able to make out the speech of the blade. Anyway, take it with you. There is also a glowing tenebrium chest. It can only be hacked, and you will need a theft level of at least 4. You will also need a Source point when opening it. There will be a green teleportation pyramid inside.
Before returning to the ancestor tree in the center, you can speak with the spirits of Brother Keilan in the northwestern part of the island and the Elven pilgrim (druid) in the southwestern part of the island next to the cells to learn more about the Doctor and the ancestor tree (the quest will begin "Druid", it's buggy, so it doesn't appear in the log).
We go to the center of the island and turn on spiritualism to try to talk to the ancestor tree. The lawyer will be against, and the fight will begin. After the victory, talk to the ancestor tree again. Call him by name (Eleanessa), and she will pronounce the name of the demon who enslaved her - Adramalich.
Forgotten and damned
First, you need to collect a couple of silver bars: one will lie on the pier in the eastern part of the island and be guarded by demons, the second - near the ancient forge in the north of the map. After that, you need to use this ancient forge and create two lever handles (recipe: ancient forge + silver bar). After that, you can proceed directly to the task. There are four repositories to visit. One is located in the east of the island near the pier of the Blood Moon Island and with an entrance in the form of a hatch on a pedestal. There will be nothing interesting inside, except for loot, but it is a must to visit in order to complete the quest. The other three are located in the southern part of the island and are directly related to quests. "Bound by Pain", "Sublime deception" and "Silent"... The entrance to these vaults is in the form of statues, which need to sing the hymn that we learned from the book "The Taming of the Sacred Fire".
"Sublime deception"... The entrance to the vault is marked with a marker on the map and is located near the initial gate of the Blood Moon Island next to the invisible bridge, through which we got to the island. The entrance is under the statue. To open it, read the hymn to the statue, and it will collapse, and a hatch will appear in the vault. Inside, turn on Spiritism and talk to the spirit of Brother Robert. He will refuse to let you in. Go a little further to the sealed door and pay attention to the device next to it. Restore the mechanism by replacing the silver lever handle. Try using the device to open the door, but it won't work. Talk to Brother Robert's spirit again. If you can convince him, then he himself will open the passage. If not, then just pull the Source from him.
Go to the opened room. There will be a shackled Rajarima. If you manage not to succumb to her persuasion (you need a conviction of at least 4), then just shoot her while she is in chains. If you free her or do not pass the persuasion check, she will attack, while sucking out a couple of Source points from the character who was talking to her, and thereby destroying the shackles, and also attacks the nearest character, inflicting huge damage and most likely killing this hero. After the fight, talk to Brother Robert's spirit again to complete the quest.
"Bound by Pain"... The vault entrance is located under the central statue and is marked on the map. Similarly to the previous one, read the hymn to the statue and open the hatch. Inside, read the four torn diary pages lying on the floor. After that, turn on Spiritism and talk to the spirit of Brother Calvin. As in the past, the vault is restoring the door locking device and pulling the lever. Then again we talk with the spirit of brother Calvin. If you convince him, he will open the door himself, if not, absorb his Source. Speak with the Shackled Obsessed Gnome. He will ask you to destroy the columns holding him. However, take your time, be sure to save first. You can also make the upcoming battle a little easier for yourself and attack him before destroying the columns, thereby reducing his health to a minimum of two.
If you want to save the life of a gnome, you will have to reduce his health to the minimum a couple of times, without killing him. Please note that the first time he is affected by "Avoid Death", which does not allow him to die, and the second time he doesn't have this effect. After that, destroy the pillars, and the demon Morr Rotmaw will appear. Gnome - Adventurer will now fight for you. The fight will be difficult in its own way. After a single attack, the demon will move into one of your companions, as indicated by the corresponding icon near the character's portrait, and attack you. He will leave the body of a party member only after you also reduce the health of the possessed companion to a minimum. In order not to kill the character without calculating and killing him, causing him too much damage, use the "Life on the brink" skill, which will not give the opportunity to kill the character for two turns. After defeating the demon Morr Rotmouth, speak with the adventurer, the former possessed gnome. He will be grateful and tell you about the cache (it is located in the southwest of the island and is marked on the map). Then talk to Brother Calvin's spirit.
"Silent"... The entrance is under the western statue and is indicated by a marker on the map. Read the hymn and blow up the statue. Inside, talk to the spirit of Brother Morgan. Say that you will take the girl with you, and he will open the passage for you. Inside the pillared room will be the skeleton of a Buttons cat and a shackled obsessed child. This requires a high level of persuasion. Talk to the cat and ask permission to help her owner. If the persuasion doesn't work, you have to kill the Buttons. After that, destroy the columns to which the girl is chained, and then talk to the child. If the level of conviction is high, then it will be possible to revive the girl a little. After that, teleport the girl to your ship "Lady of Vengeance".
After completing all four vaults, you will complete the quest "Forgotten and Damned"... After that, return to the demonologist Jaan (quest "Monster Hunter"). He will offer in exchange for the death of the Advocate to teach the possession of the Source (add one more Source cell), but in return it will be necessary to kill the demon in the cage nearby. If you already have three cells of the Source, then he will present the skill book "Summon the inner demon". If you wish, you can refuse the ritual. Also, if you have Louse in your squad, he will try to expel the demon sitting in her, but he will ask you to find out the name of the demon. This is exactly the same demon whose name we learned during the quest. "Secrets of the Blood Moon Island"... If you already know - inform Jaan or return after the ancestor tree on the island of the Blood Moon tells you the name of the demon Adramalich. Jaan will begin the ritual, but nothing will come of it. Lose's story will continue when you arrive in Arks. Jaan can be taken with you aboard the Lady of Vengeance.
Sudden Lovers / Almira's Request
Near the burning ruined altar building in Heavenly Hills, use Spiritualism to speak to the spirit of the farmer. He will tell you about a certain witch who fled to the north.
The marker "Almira's Refuge" will appear in the northeast of the map. You can get to this part of the island either using teleportation skills. We talk in the house with Almira. We agree to take them to a safe place, but first it is advisable to remove the putrefactive curtain from the area, which imposes constant damage. To do this, we go to the northeast and jump over with the help of teleportation over the rift. We fight with the Harbinger of Doom and his henchmen. After that, return to Almira. For a favor, she will teach you the power of Source (she will give you an additional Source point). After that, he will ask you for one more favor (the quest will start "Almira's Request"). She asks to find the tablet of the Redeemer Scythe, the same one that Riker is looking for on the quest "Generous offer".
She is in the Black Mines, in a cave where excavations are taking place. For a more detailed walkthrough, see the section with the passage of the task. "Dark Deeds in the Black Mines"... Go to the Ancient Temple and get the Ancient Tablet from one of the chests in the center of the room after you remove the huge luminous sphere blocking the way. If you already have a tablet, you can give it to Almira. Otherwise, meet her on your ship and give her there.
Other side quests
Hide and seek
In the southern part, just west of the landing site, you can find a shark on the shore. It will not work to help her. Kill her and use the elf to eat a leg that can be taken from her body. So you will learn about a certain boy Joe. The continuation of the quest will be in Driftwood.
There are two children on the dock - Harrietta and Ben Buttons. Tell them the truth or lie about their friend, at your discretion.
When to count chicks
A little further north, along the road from the plundered caravan, you can stumble upon a chicken coop. Talk to Big Marg, and she will tell you that their eggs were stolen, and indicate on the map the place where the thieves went.
This place is located slightly to the north and is marked with a red marker. On a narrow strip of the beach, you will come across six infected eggs, from which hatch cubs of the void. After several turns, an adult Venomwing Fiend will also appear. After the victory, a little to the north, take the egg with Piskun. Return to the chicken coop and give the egg to Big Margin. As a reward, she will tell you where she hid the treasure. It is buried between the chicken coop and the cliff.
Return back to the chickens after you get the opportunity to see spirits using the "Spiritism" skill in the story. The chickens were all killed, only Piskun survived. Talk to him and he will join the squad. Also use Spiritualism to talk to the Big Margin spirit. She will tell you to find your father. We go north to the bridge controlled by paladins. We pass along it to the eastern coast and then follow northeast to the marker. Talk to the Magic Rooster there.
You can either agree to kill Piskun immediately, then the quest will end instantly, and you will receive a reward. If you refuse to kill the chick, then he will turn into a fiend of the Void, and will attack you. Each turn it will multiply, so kill the maximum number of copies per turn.
The Missing Masters / Strange Cargo
Near the warehouse at the Driftwood pier, you can stumble upon Master Warland. She is looking for an old man. Also on the veranda of the "Black Bull" tavern, talk to the elf Stuart, he will also give some clues.
In the southeast large Driftwood harbor building (fish depot), enter the southeast private room. Higba the Junk Man will be hiding in one of the barrels. He will ask you to take him out of the city (the quest will start "Strange cargo"). Walk west along the south wall to the corner of the building. Separate the character with the "Teleportation" skill from the squad and direct him to the wooden eminence a little to the west. There, teleport Higbu to the other side. In gratitude for the salvation, he will give a scroll, and also share information about where he got this master's item from. If you wish, you can also not save it, but give it to the masters.
We go to the tavern. Buy Meat Stew from Lovrik and eat it as an elf character. You will learn that the masters were killed by the cook Uyvliya. Also use spiritism and talk to the spirit of Master Harrick near the bar. She will tell you about the ring. Go to the cook and file charges. She will say that we have no proof. Therefore, in stealth mode, when Uyvliya moves away, open the unusual floorboard (loose board) in the northwest corner of the kitchen. There will be a master's seal. Take it and talk to Cook Willia again. She will attack. You can also not show the ring to the cook, but first talk to the spirit of Master Harrick, as well as Masters Carver or Stewart. Carver will send to arrest the criminal Master Bellward, but she will fail, and the cook will attack you. There is also an option to keep everything secret and not tell the magistrates what happened. If you fought Uyvlia, remove from her body and read the tainted recipe ("Uyvlia's Cook List"), which lists the victims.
If you kill the cook and first tell Stuart everything, he will run himself for the reward instead of you. In any case, to complete the quest, talk to Master Carver in the barracks and give the ring to Harrick (Master's Seal).
Lost and Found
Lagan can be seen on the coast southwest of Driftwood. He will tell you that he lost his wedding ring. Walk up to the water and if the perception is high enough a copper ring will appear. Take it. Fiends will appear, led by the Moloch of the Void. After the victory, wait until Lagan comes running and give him the ring. If you do not ask for rewards, you will receive experience points.
Empty dreams
In the southwestern part of the map, not far from where our ship docked, there is a beach with an ancient lamp. Rub it (preferably a character with the tag "Mystic") and the Genie will appear. The conversation will start. When the first opportunity to use characteristics in a conversation presents itself, choose the one that has the tag "Mystic". Then you can get normal rewards. Otherwise, they will be as follows: a lightning strike for a desire for power, a stolen amulet for wealth (the attitude of the guards towards you will become bad), a book with insults "Children's Tales" for the desire for knowledge and permanent blindness for the desire to kill your enemies.
If the persuasion is successful, the rewards will be the following: the sword "Scimitar of the genie" for power, the expensive not stolen amulet "Gift of the genie" for the desire for wealth, a skill book of level 3 for wealth and a scroll of level 5 for the desire to kill your enemies. Heroes can also ask to fulfill their unique desires, but the genie will not fulfill them and will offer to choose from standard options. Also, another option can be a fight with a genie, then get experience, depending on the level of the characters, as well as a lamp.
Love has a price
In the tavern, you can talk to Lovrik and ask for something more exotic. For a fee, you can sleep with a pangolin. Having received the key, go up to the second floor and on the opposite side of the corridor, unlock the door to the upper floor to the private chambers. Leave the rest of the members here, and with the chosen hero go upstairs and talk to Jaira.
Waking up, the hero will see hired killers around him. You can either pay them or fight, but you won't have any things, so the fight will be difficult in its own way. If Ifan ben Mezd slept with a lizard, then the killers led by Jill Thunders will simply leave. After you deal with the mercenaries, go downstairs and talk to Lovrik. He will tell you about Livi's daughter. We'll have to go to the kitchen and check if he's telling the truth. Ask Willie if she knows the girl. Having learned the truth, return to the main hall of the tavern, but Lovrik will escape by this time. This completes the quest.
Web of fleshly desires
At Lohar's Hideout, speak with Dorothea the Deluxe. Tell her some feat, and then she will offer the fulfillment of one of the desires. If the variant includes a huge oak tree, you will receive permanently +2 Strength and -2 Constitution, a swan feather - -2 Constitution and +2 Intelligence, a golden chest - +2000 gold and -2 Constitution, a majestic dragon - -2 Constitution and +2 Perception), transparent doll - +1 Shining Idol of Rebirth (which will give the opportunity to be reborn automatically once per battle) and -2 Constitution.
To receive your reward, follow Dorothea to the western side of Lohar's hideout. Leave your companions a little further away, and talk to Dorothea, who has turned into a spider. She will offer a kiss to receive a reward. In the talent menu, the gift will be called Spider's Kiss. She can also be killed.
You can't fill grief
On the second floor of the Black Bull Tavern in Driftwood, enter the room near the stairs. Talk to Captain Ableweather. She will ask you to make the bell stop ringing. Use Spiritualism to show the spirit of the sailor Stubbs in the room. Convince him that it's time to go to the Halls of Echo, and he will disappear.
Talk to Captain Ableweather again and she will tell you where her ship is, as well as the compass. The wreckage of the ship can be found in the westernmost part of the map on the beach near the cliff. There is also an exit from the Shipbreaker Cave at the bottom. Open the hatch on the deck of the ship. In the hold, use teleportation to get the chest out of the fog of death. Or you can go to him as an undead hero. There will be a captain's amulet-compass inside.
Merchant
On the second floor of the Black Bull Tavern in Driftwood, in the room on the west side, you can find the merchant Boran Lever. Talk to him and then use Spiritism to see the spirit of the real Boran Lever. He will ask you to kill the impostor.
Please note that after death, several items from his goods will randomly drop from his body. Therefore, before you blame him and kill him, buy what you like. After the fight, talk to the spirit of Boran Lever again and complete the quest. On the body of the impostor there will be a key to one of the chests in the room (the second - by the closet near the bed), as well as mysterious orders that will send you to the sawmill to the Lone Wolves.
Sleeping Adventurer
On the second floor of the Black Bull tavern in Driftwood, in the northern room, you can find a sleepy adventurer in the corner and an unusual chest with a glowing lock near his bed. Interact with the chest (but don't hack). A conversation will begin, select the option "swear under your breath", and the chest will ask you to say the code word. If you are talking to a character with the tag "joker", then use a special phrase, saying the code word "word".
Otherwise, leave the chest alone and repeat the procedure with the character tagged "joker". If there is no one on the team, take control of the character tagged "mystic" and try to talk to the sleeping adventurer. Select a special phrase tagged "mystic", then ask for a password and sing him a lullaby. After that, open the chest.
Stranger in a foreign land
At the cemetery (Churchyard) you can find the spirit of Vilnks Kriva (use spiritism near the altar of wanderings in the northeastern part of the cemetery (Churchyard)). He will ask to reburial his body. Dig up a grave near his spirit. Take the severed raptor leg and throw it into the eternal flame (between the dragon statues, where the quest chest was "Snake language"). The spirit of Vilnks Kriva will appear and thank you.
Shelter of heroes
In the Riker's house in the cemetery (Churchyard) on the first floor in the hall in the southern part of the building, you can read the book "The Exploits of Four", which is lying on the curbstone near the dining table. This will start the quest. A marker will appear just south of the Altar of Wanderings. Follow there and find four sarcophagi in the part of the cemetery (Churchyard) separated by a fence. Interact with each of them to find out the location of their treasures. After you finish the study of the fourth sarcophagus, these same heroes will appear in the form of undead.
The battle will begin. Each of the opponents will have two lives, at first there will be a lighter form, after death, the protection will increase significantly. After the victory, find the treasure of each of the heroes (markers will appear on the map):
- Buried Treasures of Garrick - Northeast of the graveyard (Churchyard)
- Buried Treasures of Vidia - in the southeastern part of the Black Mines near the entrance to the excavation
- Buried Treasure Bromley - Near the sawmill in the northern part of the map, not far from the root-bridge over the river.
Halla's buried treasures - northeast of the sawmill, on the shore near the caravan.
Priceless loot
Due to a bug (or intentional changes by the developers), it is not displayed in the log as a quest. In Riker's house in the cemetery (Graveyard) on the first floor near the stairs, use Spiritism to make the deer's head glow. Interact with her and the deer spirit will appear. He will ask you to find a special place in the grass.
We leave the cemetery (Churchyard) through the north gate next to the Riker's house. Walk across the road and use Spiritism to spawn the Deer Hunter spirit. A mound will appear inside the circle of flowers if you have enough Perception Points. Dig up the corpse of Chaucer's deer, and from the hunter's corpse you can pick up a note and a bow from the antlers of the deer.
Competition in popularity
Due to a bug (or deliberate changes by the developers), it is not displayed in the log as a quest, but it gives experience. On the second floor of Riker's house in the cemetery (Pogost), in the private quarters, you can meet the dog Tochka and a cat named Belokhvostik. They argue over who the owner likes best.
In conviction, you can use the Point collar (can be found in the basement of the house - a hatch behind the stairs on the first floor) if you want to take the side of the cat, as well as the White-tail ball (lying on the floor in the room with these animals) if you want to side with the dog. As a reward, the cat will tell you about the diamond under the bathtub, and the dog will tell you about the basement hatch in Riker's office.
Existential crisis
At the cemetery (Churchyard), go down the stairs just southeast of the altar of wanderings. From a heap of grass, someone will start talking to you and ask you to dig it. As soon as you fulfill the request, the skeleton of Crispin will appear. He wants to play a game where he has to answer three questions correctly.
If you have undead (Fein) in your squad, then go through this quest with them, in the dialogue options, select the options marked with the "undead" tag. If there is no one in the squad, then go to Riker's house and read the three volumes of "The Essence of Existence" (on the first floor - in the study and the hall, and also on the second floor - in the private quarters).
Opposites attract
Rory the rat and Betty the turtle can be found in the basement of Riker's house. Talk to the turtle, and then to the rat, ask her to sit quietly for a while, but nothing will come of it. Then talk to the turtle again and create a food path. It is better to start it from a turtle. If everything is done correctly, then Rory the rat will run up to Betty and a purple haze will appear around them. Talk to the turtle again and the quest will end.
snake language
Salamander Ziu can be found in Riker's office. To communicate with her, you must be either a lizard with the talent "Animal Friend" and the tags "Scientist" and "Nobleman" (Red Prince). If you do not have a lizard in your team with these tags, but there is a character of a different race that matches the conditions, you can use a transformation mask on him. You can also return to the ship "Lady Revenge" and use the mirror in the hold to redistribute talents, but the tags cannot be changed.
Having learned the password, go to the eternal fire in the cemetery (Graveyard), teleport the box out of the fire and interact with it to open it.
The man and his dog
In Driftwood Square, near the fountain, you can meet a beggar and his dog named Ryzhik. If you have the talent "Animal Friend", talk to the dog and in the conversation put your hand on the scruff of the neck, then you will notice that he has a spiked collar around his neck. Turn the collar inside out. The dog will run away. Burn with a beggar-slacker, you can blackmail him and get money. Find the dog in the cemetery on the east side of the island near the south gate. He will tell you that the memorial in the center smells strange. This completes the quest.
Dangerous to yourself and others
To the northeast of the cemetery, on a hill, there is a house near which Gregorius Swann walks. Convince him that you can help and go down to the basement of the hut. ALWAYS approach the woman as a character with the tag "Scientist", otherwise it will not be possible to cure her. Examine it, and you will notice a trace of trepanation. The fight will begin and 4 demons will appear. To get the maximum amount of experience points, kill them first, and then take on Natalie Bromhead. Reduce her health to a minimum, but do not kill, and then the battle will end, and a dialogue will begin in which you will have to carry out the operation. It is recommended to save during the battle when you see that there are 1-2 turns left. In the further part there is a hidden check for the level of characteristics "intelligence" and "dexterity". If they are low on the character who initially approached Natalie before the battle, then during the battle in the last round, activate the "Purity of Mind" on this character (the "Peace of Mind" skill).
To keep the girl alive, choose the following options:
After the operation, talk to the girl (if she survived) and then Gregogius Swann to complete the quest. If the operation is successful, the doctor will make a discount on the goods for you. If not, on the contrary, the attitude will worsen and prices will rise.
Bestial treatment
Among the meadows north of Driftwood there are two cows - Mabel and Geraldine. In a conversation, they will tell that in fact they are people who were bewitched by the witch Alice Alisson.
You need to find a potion for them in a hut nearby (a little to the west). The door to the house is naturally closed, so it's worth finding the key. It lies on a hill on the south side of the house. Inside the house, you must definitely pick up the witch's eye, and then enter the basement through a hatch in the floor. You must either hack it or take the key from the witch herself. The revived corpse of Alice Allison can be found north of the ruins in the Monastery Forest.
Nailed to the cross, she rushes about small area engulfed in flames. You can try to persuade her, but in any case, she will attack. The fight is very difficult, disperse the members of your squad in advance so that from the first move of Alice Allison everyone does not die right away. In battle, attack your witch first. Try to knock her out. It is also vulnerable to water magic, but poison and fire should not be used against it, because it will heal her.
After the battle, take the key to the witch's cellar from the corpse and return to her house. Open the basement. In a large room there will be many rats, which, when approached, explode, attacking with poison or fire. It will be most optimal to take control of the undead character and destroy all the holes from which the rats will constantly crawl out, or similarly destroy the holes, but with ranged attacks, using elevations so that the rats do not attack you.
To open the grate to the adjacent room, use the lever on the floor in the far corner from the entrance. There will be a giant PBSA frog behind bars. She has the recipe book. To pick it up, you have to kill the frog. This book can only be read by a character with the tags "Mystic" and "Scientist" at the same time (Fein). If there is no such character, then here is the recipe: witch's eye + Caesar mushroom + catalyst. The witch's eye, as already mentioned, can be taken on the first floor of the house, the Caesar mushroom grows everywhere, and the catalyst can most often be found in the Monastic Forest. We prepare the potion, and also take the second bottle from the shelf near the work table. We return to the cows. If you do not ask for a reward, you will get more experience. It should also be remembered that two potions should be given at the same time, otherwise you will help only one bewitched person. Also, you should not drink this potion yourself, because the hero will turn into a cow, you can only help him return to his previous appearance by killing and then resurrecting, or giving this potion to drink again.
ugly duck
Among the meadows north of Driftwood, you can find Ferno's bird, which has contracted a certain disease. Talk to her. In fact, this is a phoenix, and it was just his turn to be reborn. Just use any fire spell on it and it will turn into an egg. You can just take it or eat it to get the Phoenix Leap skill. If you take it into your inventory, you won't be able to eat it.
Merchant Eitne
You can meet her in the northwestern part of the island, between the ruins in the Monastery Forest and Liam's cache (quest "Aggressive takeover"). She needs the Corpse Explosion Skill Book. This book can only be created by combining two skill books in the crafting menu: level 1-2 necromancy + level 1-2 pyrokinetics. Give the book you received to Eitna. Then visit her grave in the cemetery (Churchyard) - there will be a corresponding marker.
Competitors
The quest is taken from the troll Grog, guarding the stone bridge on the west bank (if you go straight from the city along the northern road after crossing the bridge). He offers a fairly substantial fee for the passage, so ask if you can somehow reduce the price. Then he will tell about the competitor - the troll Marga. To find him, go back a little to Driftwood and turn into the northeast branch that runs along the coast. On the way you will come across bears standing near the hives. You can talk to them, but if you try to steal honey from them, they will attack. If you use spiritualism, then next to you will find the spirit of the sorcerer of the Source, in a dialogue with whom it will be possible to find out what happened here. In battle, these bears will turn into those touched by the Void.
Marg will stand on a stone bridge connecting the western and central parts of the island. If you say that Grog sent to kill you to kill him, then Marg will give a counter offer to deal with a competitor. If you kill Marg first, and tell Grog about this, you will receive a reward, and Grog will take the bridge that Marg controlled and will raise the price to indecent heights. If you accept Marg's offer and kill Grog, then Marg will increase the price to very high values. In any case, after receiving a bounty for the head of a competitor, in order not to pay for passage on the bridge, you can kill the second troll. Both in battle use the "Troll's Blood" skill, which restores health in large quantities every turn. To remove this effect, attack with the elements to which they are vulnerable - fire for Grog and poison for Marg. While Poison for Marg and Burn for Grog are active, Troll Blood will not work. They cannot be knocked down, but you can stun them so that they miss the next turn.
A taste of freedom
This quest can be obtained in the basement of the house of Mordus (you can get there on the assignment of Lohar "Shadow over Driftwood"). There is a castle in the shape of a skull on the wall - we interact with it and get the task. The key to it in the form of a ruby can be found in the cave of the Shipbreakers, according to the same quest "Shadow over Driftwood" (the treasury of Mordus, which can be accessed with the help of his amulet, the Sparkling Eye itself (this is the name of the ruby key) is in the wallet of a dead gnome on altar in that treasury. More details can be found in the section with the passage of the quest "Shadow over Driftwood").
We return with the Sparkling Eye to the basement of Mordus and interact with the unusual castle in the form of a skull. We pass into the appeared secret room and use the hatch to go down below. Before us will be a puzzle with plates. If you press the plate, the pressed plate and the adjacent ones will light up with the air symbol. If two adjacent slabs are pressed next to a slab, it will light up with a fire symbol, three - earth. Use Spiritualism to give a hint as to which symbols should light up. Arrange the jugs and your characters similar to the screenshot below and an enchanted door will open.
Inside we communicate with the chained Dried undead and free it by pressing the second button on the left (green) on the remote control. Skeletons will appear. Deal with them. Dried up by the undead will help you. After winning, he will offer a skill book to choose from. If you ask about teaching the power of the Source, then he will simply give a random book of the skill and escape, destroying Mordus's device. Search the room; there is an acid-stained key near the two barrels of water at the north staircase.
We leave the basement and head west, across the bridge. We see that the masters who guarded him died. From here we go along the northern road. After going a little ahead, you will stumble upon a branch that runs to the northeast along the coast. We go there until we reach the fork. If you go to the west, then we will stumble upon the Searing undead (lich) surrounded by corpses.
You can allow him to continue to eat (then he will commit another murder in the future), you can donate a Source point (then he will not kill any more, but you will lose one Source point) or attack him.
If you did not enter into battle with him, then our next point will be the reliquary (marked on the map with the "Cache of the Lich of the Source" marker). It is located in the northeastern part of the western part of the island. If before that he was allowed to eat the killed, then this time you will meet him with the corpse of a child. Again, you can kill him or agree to the conditions put forward by him. In order to open the chest, you need your blood. If you agree, you will lose some health and receive a reward.
Family business
Tarkin will be standing near the entrance to the cemetery on the eastern bank near the northern or southern entrance, depending on which one you found earlier. He will tell you that he is looking for an artifact of a certain Surrey family.
In the center of the cemetery, you can find Andras the dog, guarding the entrance to the crypt nearby. If you come close to him or try to open the door, the dog will attack. In battle, he will summon Kedelon Bonebreaker, and then also the undead. To get maximum experience points, first kill the summoned creatures, and then the dog.
After the fight, use Spiritism and talk to the spirit of the dog. If you praise him, then he will tell about Anathema. To enter the crypt, pull the lever next to it to unlock the door and then use the hatch.
Inside there will be petrified robbers and Kwanna. To remove petrification from it, use the spell "Armor of Frost" or any other spell that gives the effect of "Mage Carapace". In any case, after talking with her, the battle will begin. It's easiest to focus on Kwannah herself rather than the summoned skeletons. After the battle, take it from her body and read the torn page. Also take the Shadow Tomb Key from her body. To open the sarcophagus, you need a hero with pumped up strength, but before that cast on him the spell "Armor of Frost" or any other spell that gives the effect of "Magic Shell".
Go outside and follow a little south, to the Surrey's grave (Shadowy Tomb). The entrance to it can be recognized by the stairs leading to the ground. With the help of the key obtained from the body of Kwanna, we unlock the door and get inside.
To the left of the entrance on the wall near the hole in the wall, from which light is pouring. Click on it. We also press the button at the opposite end of the room in a semicircular recess. The door to the adjacent room will open. There is a sarcophagus in the center of it, but you just can't open it. Send someone from the squad with the maximum amount of magic armor (but not undead) to an adjacent room so that they stand on pressure plate... We turn on spiritualism by the character in the room with the sarcophagus. Three levers will appear on the wall. From the note from Kwanna's body, the order of 2-1-3 becomes clear. We use the levers in the following order: central, closest to the door, and then farthest from the door. The sarcophagus will move and a trapdoor will appear in the floor.
We find ourselves in a room with a large number of clay guards. Distribute the characters in advance, and then to those with the maximum armor, open the sarcophagus in the center and take its contents, incl. strange artifact. As soon as you are about to leave, these guards will revive and attack. Their health is low, try to attack with spells designed for area damage, and you will quickly deal with them. After that, use Spiritism to talk to the spirit of Joanna Surrey and try to learn a little about the artifact found. Also, don't forget to loot everything here.
Go outside and talk to Tarkin. He will tell you that this is part of Anathema, but a second part is needed. She is located on the island of the Blood Moon. You can get it in parallel with the quest. "Secrets of the Blood Moon Island"... After proving to be in the archive, we pass into the far part of the room behind the hidden door and we take away the strange blade from the altar. " ... If you have a lizard in your squad, he will be able to make out the speech of the blade. After that we give all the elements to Tarkin. He might be. both near the cemetery and on the ship "Madam Revenge" near the boat.
Driftwood Arena
In Lohar's hideout under the Black Bull tavern, you can fight in the arena. To do this, go north from Lohar's office. Speak with Arran the Loud. He will offer to first have a chat with the current champion - Murga Shadow. It will sit at the end of the Northwest Branch.
After that, return to Arran and say that you are ready to fight in the arena. This battle will be complicated by the fact that you and your companions will be blindfolded, which means that long-range attacks, teleportation over long distances will be impossible. Consider this, and before you go into battle, it is better to save yourself, because perhaps your level will not be high enough, and you will have to return later. After the victory, talk to Murga, and then again with Arran the Shumny. This fight will be directly for the title of Champion. Against you there will be only Murga, but during the turn she deals quite a lot of damage. After the first round, another enemy will appear - the Captive Moloch of the Nether. In battle, he likes to cast "Shackles of Pain", in which the target is the same damage inflicted on the caster. After the victory, receive the Treasure Key from Arran the Loud.
The entrance to the treasury is a trapdoor in the floor under an arch not far from the place where Murga was. You won't be able to get the treasure just like that. You will need a hero who can teleport. The gates are closed, so we teleport behind them, however, so as not to fall under a stream of steam, otherwise the hero will turn to stone. Then teleport to the elevation, again, so that the ferry does not hit you. When there is a pause, go to the valve and turn it - there will be no more steam. After that, calmly go downstairs and open the gate to the adjacent room with chests. One of them will contain the key of the Chosen One. You will need it in the future, when you get to the Academy of Seven.
Losses in Ledger / Aggressive Takeover
Speak with Garvan at the eastern end of the Black Bull Tavern Hall. Head west from Driftwood. After crossing the bridge, you should go north, and then, before the stone bridge with the troll, turn onto the wooden bridge. Open the chest and fight the fiends of the Nether. Return to Garvan to complete the quest.
Quest "Aggressive takeover" can be obtained from the spirit of trader Liam on the west bank of Driftwood. Turn on Spiritualism near Garvan's chest in the clearing. Talk to the spirit, and then dig up the remains nearby.
Return to Driftwood and enter the Black Bull Tavern. Garvan sits there at the east table. Talk to him. Poisoned Stew can be used to kill him. To do this, buy it from the hostess of the Prudence Inn, or, if in a conversation with her you pretended that you know Niles and you will speak well of him, you will get meat stew for free, as well as the key to Niles' room on the second floor in the southern part.
In the crafting menu, combine Meat Stew and Void-Touched Fish to make Tainted Stew. Such fish can be found on the shore or bought from a fish seller in the square. Give the stew to Garvan. As soon as he tastes it, he will immediately run to the latrine. Run after him. When he leaves the toilet, talk to him, after which the fight will begin. Search his body and take his head.
Return to Liam. Give him Garvan's head and he will indicate the location of the cache. It will be indicated on the map as a marker in the northwestern part of the island.
A test of all seasons
If you go to the east of the altar of wanderings in the meadows through the stream and climb the hill, you can see an unusual altar surrounded by four statues. Interact with him to start the quest. Use the appropriate spells on the statues to activate them: "Chill Blast" or "Destructive Hail" in the winter, for autumn you need to create a cloud of steam, and then electrify it, for example, with the skill "Electric discharge" (the cloud can be obtained by extinguishing the fire with water ), summer - "Laser beam", spring - "Bloody rain".
After you activate all four statues, the battle will begin. Pay attention to which element each of the attackers is immune. After winning, get a reward.
Three altars
The quest is buggy and cannot be activated
There are three altars on the map of the island: at the stream east of the altar of wandering in the meadows, in the eastern part of the island, north of the bridge controlled by the paladins, and in the Monastery forest west of the ruins. All of them should be visited and prayed. The first one is not guarded by anyone, near the second you will meet a deer Touched by the Void, surrounded by normal deer. Move closer and the conversation will begin. Say that this is a fiend of the Void, and other deer will come to their senses. The battle will begin. After the victory, go to the altar and read a prayer.
Around the third in the Monastery Forest there will be a Weeping Abomination. Try to talk to him, but he still attacks, and many wolves will call for help. His attacks are pretty strong, so try to keep him constantly knocked down to make the fight easier. Deal with him first, and then take on the called assistants. After praying about three altars, follow to the center of the map into the meadows. There will be a Restless Scarecrow. Talk to him, if the persuasion skill is not developed enough, then the hero will not be able to take part in the battle. In any case, you will have to defeat the scarecrow and his henchmen.
Buried past
Go to Gareth's Family Farm (there is a marker on the map). Talk to him. If the conviction is sufficiently developed, then you can immediately stop his attempt at revenge (later he will thank you). If you fail to convince, go to the house. Use Spiritualism to talk to Gareth's parents.
Also, a little further along the road near the fence, Jonathan's glove will be lying around - take it. Talk to Gareth and follow to the Black Mines. The further part is carried out in conjunction with the quest "On one's last legs"... After killing Jonathan, take his ring and return to Gareth. In the event of Jonathan's death, Gareth will no longer travel with you, and you will not find him on the ship.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
.
4.1. Reaper's Coast
Divinity Original Sin 2. Walkthrough
Quest: Abrupt awakening
On the ship we board a boat and swim to the shore. The entire coast is covered with poisoned fish. If we have undead in our squad, we can collect fish and use instead of medicinal bottles with poison. A little higher we activate the portal "Driftwood - Dunes".
On the left we find an ejected shark, we offer to return it to the water, but she refuses, because all the water around is contaminated with emptiness. We can kill a shark, inside it we will find a part of a human body. Any elf eat this limb, he will see the memories of a boy who was eaten by a shark (needed to complete quest "Hide and Seek").
In the fields on the left we see a battle between a gnome and a large praying mantis. When we approach, they will hide, and 4 disgusting fiends and 2 disastrous fiends with poisoned blood will attack us (eq. 9).
Quest: Plundered caravan
On the central road we find 3 broken wagons of masters, next to their corpses and killed gnomes. One dwarf warrior is alive, but she indistinctly explains what happened here. The boy on the right will tell you for sure that the fiends of the void attacked the caravan.
A little later, the collected information will allow us to enter the city. We tell the guards on the bridge that we have news of the caravan, and they will let us through.
Quest: They Won't Pass
On the right, on the edge of the bridge, is the boy Barrin Pruitt. His mother remained in the house on the other side, surrounded by fiends. The boy asks to save her. You can try to teleport to the other side, but the transferred character will immediately enter into battle with the monsters and will be in the minority. You can normally cross the river a little later - in the north through the paladin checkpoint.
We go along the river to the north, on the bank we find hens whose eggs have disappeared. We rise even higher, fight with the monster Venomwing Fiend (eq. 9), around it there are large distorted eggs, from which fiends will hatch in battle. Above, in a dead end, lies the surviving egg, we take it, we carry the Big Margin chicken for incubation.
When we return here again, a black Piskun chicken will appear from the egg, he will kill all healthy chickens, and will follow us. The chicken needs to be delivered to the north, we will cross the bridge of paladins, and even further north we will meet the magic rooster. Near him Piskun will turn into a monster, we fight with him, and the quest is over.
Pidge Boy asks about Ifan ben Mezd. He must be in the squad to continue the quest.
In the north, a gallows is installed, Siwa is suspended from it, but so far we do not have enough strength to free her from the masters.
4.2. Driftwood
Divinity: Original Sin 2. Quests in Russian
Quest: Law of the Order
We enter the city through the western bridge. There is a statue and 4 merchants in the center. Better from the very beginning to go to the southern pier and meet with the local chief - Magister Raymond. He will sense the Source in us, but he can be deceived by saying that we have come to join the order. Raymond will believe, will give us the Podorozhnaya document, and the guards will not bother us anymore. Raymond urgently leaves on the ship, and leaves Magister Julian for the main one, then we communicate with him. We learn about the disappearance of several masters right in the city.
Quest: A man and his dog
At the central city fountain sits a beggar-loafer with a dog, and begs for money. We examine the dog, turn over his collar, ask about the owner's cache. We can demand money from the very beggar for bullying a dog, or drive him out of the city.
Town herald Togrof tells 3 news.
Tavern "Black bull"
Inside the tavern, the girl Safa is sitting at the counter, you can get drunk with her. We communicate with the innkeeper, we are not rude to her, because it turns out that she is the mother of one of the masters.
Quest: Losses in the ledger
On the right at the table sits Garvan, if you talk to him, he will mistake us for a waiter. After lunch, Havan will tell his story: he and his teacher Liam were transporting a valuable cargo, and left it halfway due to the attack of the fiend. He asks to find the missing cargo on the western trade road, in the Hills of the Shipbreakers. (We will complete the quest later).
Quest: Love Has a Price
In the tavern we communicate with a local worker named Lovrik, he offers additional services of the tavern. In the conversation, we choose the race and gender of the person with whom we want to spend the night, we get the key to the 3rd floor. You need to enter the floor with only one hero, separated from the companions. If we buy this service by the Red Prince, in the morning there will be a vision of the Red Princess.
Quest: You Can't Fill Grief
There is a hotel on the 2nd floor of the tavern. It is home to a wealthy merchant, traveler, and woman Captain Ableweather. The captain tells that her ship sank, but she survived and this does not give her rest. We can buy the item "Ruler's Orb" from her.
When we get the source spell "Ghost Sight", we apply it near the captain. We will see a spirit nearby, we persuade him to stop ringing the bell - we say that he received a promotion and became a captain in the halls of the echo. The spirit will disappear, after which Ableweather, as a reward, will tell you where to look for the magic compass.
Quest: Sleeping Adventurer
On the 2nd floor of the tavern, in the dormitory, there is a traveler who cannot be woken up. In a dream, he lists several recipes. Next to the traveler is a closed chest that talks and requires a password. We speak with the adventurer, pretend to be his mother, and thus we will hear from him the code word. We open the chest.
Underground tavern
In the western part of the tavern, a gnome guard guards the entrance to the basement. We can pay him 1 time 50 coins for a pass. Downstairs there is an underground tavern.
Here on the right we meet the lizard Ganges, he tells the Red Prince where to look for the next dreamer.
In the left corner is the headquarters of the local underground leader of the gnomes - Lohar. We witness how his own daughter Marla attacked him with a knife, but the attempt failed. We ask him to tell about the local strong sorcerers, he mentions the dwarf Mordus, we go in search of him.
Quest: Web of Carnal Desires
In the center of the underground tavern is the girl Dorothea the Luxurious. She promises to improve one of the characteristics in exchange for a kiss. We agree, we go with her to a deserted dead end. Dorothea will turn into a huge spider, we can attack her (then we will get nothing), or still accept her kiss (we will get the unique talent "Spider's Kiss").
Quest: Driftwood Arena
In the second half of the dungeon, there is a combat arena. The local champion is the dwarf Murga. To fight her, we must not only defeat a team of opponents of 5 people, but do it blindfolded (a permanent property of "blindness" in battle). If for the first time we abandoned the blind fight, we approach the gnome again, he will allow the fight to be repeated (but this does not always work).
Other buildings in the city
Driftwood Prison is located to the right of the tavern. The boss sits in the office, he promises to pay a reward for the capture of the murderer of masters. In the basement, the cameras are watched by a man who is not satisfied with his work and is hiding something. We can convince him and he will quit his job.
Quest: hide and seek
The boy Ben Buttons and the girl Harrietta are on the pier. They will share with us that their friend sailed to Fort Joy. On the banks of Driftwood, we found a shark and a boy inside it. We tell the children how their friend's adventure ended.
Children play Alexandra and Ailment.
Quest: The Lost Masters
We learn from passers-by that 3 masters have already disappeared in the city. The guards naively suspect some old dealer of this. The elf Stewart has more specific information at the entrance to the tavern, he believes that the culprit is one of the guests of the tavern.
Driftwood Fish Stores. There are gnomes working in the warehouses, but there are also many masters who are looking for a suspected junk dealer. Upstairs in the office sits the boss, he talks about the supply of poisoned fish, but does not say who might need it.
To the right of the salt conveyor, we communicate with the gnome to find out about the supplies. In the dialog, it will be possible to inspect the barrel, we will see the inscription of the destination - "Black House".
Quest: Strange Cargo
On the left, outside the warehouses, we meet the gnome Kannox. He knows where the wanted person is hiding, but he won't just blabber. In the dialogue, we mention that we were in Fore "Joy" and were able to get out of there, the attitude of the gnome will immediately change. He will tell you that the old man hid in one of the barrels of fish.
We go to the right room near the coast, in one of the barrels we find Higba the old man. He asks to take him out of the encirclement, out of the city. The safest way is along the south bank to the left. On this path, only two masters are patrolling (level 9), we run until they are gone. If they do notice us, there will be an option to either surrender Higba or join the battle. The masters will fight alone, without calling for help from neighboring guards.
When we cross the western river, Higba will thank and hide in the barrel again. You can get the Acid Spores scroll from him. In the conversation, we find out that he bought the things of the killed masters from the cook in the tavern. (For saving the junk dealer we get the "Hero" tag).
In the tavern we communicate with the cook Uyvliya. In the conversation, we find out that it is she and her accomplices who secretly kill the masters, and then prepare meat stew of them. But for her to be imprisoned, you need to find solid evidence.
Quest: Lost and Found
We go further west from the fish warehouses. On the shore we meet the gnome Lagan, he dropped the 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 the Moloch of the void (eq. 10) and 5 electric frogs "Water fiend" (eq. 9). Since the enemies specialize in electricity, we move away from the water.
Quest: Abrupt awakening (continued)
Siwa's house is in the upper right corner of the city. At the entrance, the girl says that Siwa was captured and taken away by the masters. The house is locked, you can see a mess inside.
We go to the right through the ford. There is a gallows on the high road, two lizards are suspended from it, one of which is Maestr Siwa. She wants us to free her right away, but the executioner Ninyan (level 9) and 5 more masters nearby, we need to prepare for battle.
Together with her we return to her house. Inside, we remove the picture from the wall, behind it is the button. A hatch will appear under the bed, we enter the password there, which only Siwa knows.
In the basement, you need to go through a ritual to meet with God:
1. In the nightstand to the right of Siwa we take a black root and a knife.
2. On the left from the triangular stand we take the bowl.
3. Double click on the knife to leave your blood on it.
4. Turn on the crafting menu (key G), combine the bowl with the root and the bloody knife.
5. We put the resulting potion directly under the statue of the dragon, spin the wheel, smoke will go from the potion.
6. Select the option "Retain smoke in the lungs".
We communicate with God, he will teach a new spell of the Source "Spirit's Look" - the ability to see the world of spirits. We go into the cloud on the right, we return to our world. Right in this room we can see the first ghost - the Spirit of the Master.
Quest: The Missing Masters (continued)
In the city, we can enter the tavern and see the spirit of one of the murdered masters named Harrick. In the conversation, we learn that the cook Uyvliya killed her, and the spirit cannot rest because of the ring left on her hand.
We pass by one character-thief, while the cook is in the right room, in the left room we examine a separate board in the floor (we need a hero with a high perception), in the cache we find a severed hand and a ring on it.
Option 1. If we show the ring to the officer in the prison, he will send his subordinate to the detention of the cook, and she will die.
Option 2. We show the ring to the ghost Harrick, she will ask to give it to her comrades. It is better to give the evidence to the elf Stuart so that he will be accepted back to the magister.
Option 3. If we show the ring to the cook, then either we support her, or we immediately enter the battle. After the victory, of the evidence, only her list of victims will remain on the sheet, we refer it to the officer. We get 1 of 4 items to choose from.
4.3. Shipbreaker Hills
Divinity: Original Sin 2. Walkthrough site
Ambushes on the way. 4 Possessed Summoners attack (eq. 10). If there is a mystic in the squad, he can intercept control of the possessed and avoid combat.
Set up camp on a hill, in a pool of poison lies the corpse of a gnome, he has a key.
Quest: The Burning Prophet
A statue on a hill. There are 5 torches in front of it, but they go out immediately after ignition. If we teleport to this statue from another region, we will find a sorceress here who will quickly run away, the teleport will turn off.
Quest: Empty Dreams
Ancient lamp on the south bank. A genie will appear. If you have the skill of persuasion, my choice is one desire (we get experience). In any other case, the genie will attack us and call the enchanted sea water to our aid (eq. 10).
On the western bank we find ourselves in a stone building, where there is a dark totem of gnomes. We fight with 5 possessed gnomes. On the western cliff there is an entrance to the skull cave.
Reaper's Cove
Quest: Shadow over Driftwood
In the cave there are many dead gnomes and monsters running away from us, the Ice Crawler of the Void (eq. 11). Although the enemies are level 11, it is better to come here, having already level 13-14, because the enemies have a quantitative advantage.
In the far part, 4 crawlers will attack us at once, they will catch us in the web and drag us to the lower tier of the cave. When we wake up in captivity, all 4 heroes will be separately, each in its own part of the cave.
1 - A room with an unknown weapon. We can interrogate the dwarf Zanisima. Find out about the fog of death. The key to the armory is behind the left wall.
2 - Corridor with monster eggs. There are locked doors on the way, two thieves. The "Key to the Barrel Room" is on the table on the balcony.
3 - treasure store.
4 - The site, surrounded by eggs and monsters, is dangerous to go out alone, you need to wait for the satellites to come to the rescue.
Best of all, the hero thief copes here in stealth mode. Imperceptibly we inflict the first blow to the fiend from the back, and it will be much easier to win. You can also go through this difficult moment as the Red Prince, if he has pumped military science and fire magic.
All together we go to the center to the wreckage of the ship, we climb up along them. The gnomes here are commanded by Mordus (eq. 12), he is guarded by 4 gnomes. We concentrate all the fire on the boss, the rest of the undead gnomes will die after his death.
After the victory, Mordus will remain alive, he will ask you to spare him. In exchange, he can teach us the magic of the Source, we can also let him go or finish him off. We take away from him Medallion of Mordus.
We go into the right side room, we go down into the half-flooded basement. On the altar on the corpse of the gnome we take yellow gem... On the way back, a ship breaks the wall. We destroy its side walls, a shark swims inside it (eq. 11). After defeating the shark inside, we find a human limb, if we eat it by an elf, we find out that it was a boy Joe, who went swimming to Fort Joy (quest "Hide and Seek", we return to the children on the shore, tell the fate of the boy, get a small reward). We leave from the dungeon.
Quest: Shadow over Driftwood (continued)
We return to Driftwood. To the left of the tavern there is a house where the gnome lives, she sits on a chair, closing the hatch in the dungeon. She does not answer questions about the hatch. We can kill her, move the chair and go down the hatch.
There is only one room in the dungeon. On the right, behind the wall, you can hear the conversation of two dwarfs, but there is no door there. We find a secret lever near the platform to open this room.
On the left there should be some kind of secret passage, next to the wall we find a stone head, where you need to insert a yellow gem.
Quest: A Taste of Freedom
The stone for the skull in the basement is to be found in the Hills of the Shipwreckers, in the Cove of the Reapers. We insert the stone into the skull, we go down to the floor below.
To open the next door, you need to solve a puzzle. 4x4 field, after pressing the button, symbols appear: water, fire, poison. Having turned on the world of spirits, we will see what combination needs to be entered. In total, you need to press 5 buttons, we can stand on them as characters or put vases.
[_ a door _]
Behind the opened door there is a chained lich, there is Acid-stained key... If we examine any vase, 5 skeletons will jump out of all the vases (level 12).
After the victory, we communicate with the Lich Dried undead. The dwarf Mordus received power from him. Lich asks to let him go. We press the two left buttons, and it will be free. We can choose which skill book we will receive as a reward. If we ask for something else, we get a random book.
If we released the lich to freedom, we will meet him a little later in the forest, where he eats corpses. We fight with him, then let go again. At the end, we will find him at the altar in front of the ruins of the Monastic Forest, let him complete the ritual, as a reward we get a chest with random things. Then we can destroy the lich.
Having destroyed Mordus, we return to the underground leader Lohar. As a reward, he gives the key to the master's chest on the 2nd floor. Tells about four magicians. We tell him about the letter of the queen of the dwarfs.
Option 1. We return the letter to Lohar, we disperse peacefully.
Option 2. We refuse to give the letter, a fight begins. We kill Lohar and his gang, after the victory we take the key, search his safe in the wall, find a unique two-handed Lohar's Hammer.
Quest: Competitors
On the western bridge we meet the troll Grog (level 18). For the passage over the bridge, he asks for 5000 coins. In the conversation, we find out that he can make a discount if we eliminate his competitor on the east bridge.
The second troll Marg (lvl 15) does not know large numbers, and requires only 3 gold for the passage. We can tell the troll about the order of a competitor, and he will also ask to eliminate Grog.
Trolls are powerful enough, we undertake to kill them, only having pumped to the appropriate level. Both creatures have excellent regeneration - a special property "Troll's Blood", which restores 6000 health each turn, but it works only for the first few turns. Grog is vulnerable to fire, Marg is vulnerable to poison. When we kill one of them, the second will not keep his promise, and will increase the price several times, so we kill the second one.
Quest: Aggressive takeover
Before entering the bridge with the troll, we find the dead bodies. We follow the bloody tracks to the east. To the right of the western bridge, you can walk along a wooden deck to a separate area in the forest. There we are attacked by a possessed gnome-hunter (eq. 10) and his two bears: Pasha and Tasha.
After the victory, we examine the site, here we find the lost chest, which Garvan spoke about (quest "Losses in the ledger"). We turn on the world of spirits, next to it is the soul of the merchant Liam. He says that there were no monsters, he was killed by the greedy assistant Garvan. To calm the spirit, we must avenge the death of the merchant, and kill Garvan.
We return to Driftwood. We can give Garvan the contents of the chest to complete the quest "Losses in the ledger". We tell him about Liam, but he does not want to admit his guilt. Garvan sits in a tavern in a crowded place, it is dangerous to kill him here. But he accepts food from us, and this can be used (only after that he can be fed with poisoned food).
We go to the latrine behind the tavern, inspect the booths, the person from the toilet will tell us the recipe we need (meat stew + mackerel poisoned with emptiness). We buy the stew in the tavern itself, we can buy fish from a merchant on the square or in any barrel on the shore. Craft poisoned food, give it to Garvan. He will eat it and run to the toilet, there in a deserted place and attack him. We return to the spirit, we receive a reward.
To the north we find a bee apiary. All the bees died from the void, and the remaining honey is eaten by two bears. You can safely walk past them, but they will not allow you to inspect the hives.
4.4. Meadows
Divinity 2. Walkthrough in Russian
We approach the mill, talk to Fingel Boyd, you can buy musical instruments from her.
Quest: Dark Affairs in the Black Mines
On the north bridge there is the Paladin Order - Paladin Bridgehead. You can take a task from the paladin Tom Hardwin, he suspects the white masters of atrocities, and asks to trace what they are doing in the mines in the east.
Quest: Buried Past
To the north is the house where Gareth caught White Master Jonathan. We can persuade Gareth not to kill the guilty person.
Forgive and forget(Iniquity Forgiven) Guide Gareth on the path of reconciliation. Quest "Buried past". In the meadows we find Gareth's house. He caught White Master Jonathan. Gareth must be persuaded not to kill the guilty man. Variant of answer: "to complete what has been started" - "to spare an old friend." | |
Furious Avenger(Furious Rebuke) Set Gareth on the path of revenge. Quest "Buried past". Variant of answer: "to finish what was started" - to kill Jonathan himself - "[power] the seekers are waiting." |
Quest: The Ugly Duckling
In the center, on one of the meadows, we find a sick bird Ferno. If there is a scientist in the squad, we find out that this is a phoenix, and for the treatment we need to burn it. We apply any fire spell. Instead of a bird, a Scaled Phoenix Egg will appear, we can immediately eat it or put it in our inventory.
Quest: bestial treatment
In a wheat field we hear a conversation between two cows, these are people transformed by a witch. We communicate with them, they ask to find the sorceress and remove the spell.
We inspect the witch's house, on the south side in the bushes lies house key... At the entrance, a frog and a warning sign say that the house is guarded by various spells, but nothing dangerous inside. We find an important ingredient on the table - witch's eye... (To continue the quest, you need to kill the Corpse of Alice Alisson (lvl 15), so we will continue the quest later).
If you talk to a moving scarecrow in the fields, it will put us to sleep, and then attack. There are 5 scarecrows around (eq. 12) and they will all come to life. The main scarecrow has a constant aura of horror, so if one of our fighters loses all magical protection, he will start to run away and become uncontrollable. To win, you need to impose the regeneration of the magic shield or be invulnerable to horror, and first of all, destroy the boss. It is better to destroy these enemies a little later, when we gain a higher level.
4.5. Churchyard
We cross the bridge of paladins to the east bank. Above are the Paradise Hills, while we go around them, there are high-level monsters. We immediately go south along the shortest road, we will get to the cemetery.
Quest: Family business
We arrive at the churchyard, in front of the entrance is Tarkin, he asks to get an artifact from the crypt of the Surrey. The crypt door can be opened with a master key.
Crypt. The button on the left side wall opens the door. A button in a semicircular dead end - on the contrary, closes the door. Inside the sarcophagus, it does not open. In the last room, the button on the floor, if you press it, the gas will start coming out. We turn on the world of spirits, 3 levers will appear on the wall, they work only when the floor button in the last room is pressed. The levers fill the last room with various elements (water, blood, acid, fire, electricity, corruption). You need to enter a special combination: 2-1-3.
Quest: A stranger in a strange land
At the northern entrance is the spirit of the lizard Vilnks Kriva, she asks to unearth her body and cremate in the fire, as befits the lizards. We dig it out, take a leg, throw it into the fire of two dragon statues. We get 1 of 4 things to choose from.
At the top of the stone platform there are 4 gnome spirits, here the eagle Featherfall eats the corpse of its master, Master Aven. If the elf picks up a piece of the master's body and eat it, we will learn the Bone Cage spell. Correct answer options: "His own master" - eat a piece - feel the power. As a reward, we will receive the Condor Summon skill.
On the bench is Zimski's Spirit, he bestows a luck modifier and a Source Potion.
A black dog guards the approach to the grave. Andras is a necromancer dog (lvl 11). In battle, he summons the monster Kedelon Bonebreaker, bone warriors and archers, exploding corpses. The faster we neutralize the dog, the fewer new enemies will appear.
Rootless dog(Cur of Low Degree) Kill Andras, the necromancer dog. At the churchyard in the center. |
The spirit of the unrepentant sinner.
Spirit of the Grave Digger Dywus. If you examine the coffin near him, we will also fall into a death trap.
On the hill we tear apart the grave of Victor Flynn, whose skeleton was found earlier. In the grave there is a note that he faked his own funeral.
Quest: Reluctant Servants
Silent servants walk around the cemetery. You can only talk with the cemetery guard Farim, she talks about the owner Riker. He restrains his servants with magic, and in order to free them, you must kill the master.
Quest: Shelter of Heroes
In the center of the cemetery, open the grate. 4 heroes are buried here: Garrick, Bromley, Vidia, Halla. Examining their graves, we find out where their hidden treasures are located on the global map. We can calmly see only 3 caches, and if we examine all 4 graves, the heroes will come to life in the form of skeletons. They are only 11th level, but each of them will revive after death, and they will need to be killed a second time.
1. Garrick's cache. At the northeast exit from the cemetery.
2. Halla. In the northern glade, at the entrance.
3. Bromley. West of the sawmill, near a log.
4. Vidia. ---.
Quest: Midnight Oil
Quest: Generous offer
We approach the mansion, a living door will ask us, and will let us through only when we admit that we are awakened. Inside we communicate with Riker, he has a task for us: Get the tablet in the Black Mines.
Quest: Serpent's tongue
In Riker's house we communicate with the salamander, she does not answer.
In the cemetery, there is a three times bound chest on fire, and next to it are two dragon statues. Having telekinesis or a fireproof hero, we drag the chest out of a dangerous place and try to open it. On the chest there are inscriptions in the ancient language of lizards, a salamander can suggest it. If there is a Red Prince in the squad, he can persuade the chest to open. There are several rare items inside.
Quest: Existential Crisis
On the northeastern slope of the cemetery, we will hear a voice, we will dig out a grave. The emerging skeleton Crispin offers a philosophical duel. He asks 3 questions, you need to answer more logically than him:
1 - What is the meaning of life?
2 - Is there free will?
3 - Is there a difference between good and evil?
If we lose, one of the characters will die, but he can be resurrected.
Option 1. A duel can only be won by another skeleton philosopher - Fane or an undead character. We answer all questions with phrases marked with [undead] tags. For defeating Crispin we will receive the achievement and the Book of the Corpse Explosion: Massive Skill Book.
Option 2. At Riker's orphanage, we read 3 parts of the book "The Essence of Existence", they have the correct answers: "drive out longing", "freedom within the laws of the universe", "morality is a flow."
On the eastern slope we approach the flower altar in front of a huge tree. A luminous liquid is poured nearby, we collect it, use the "Blessing" spell on the flower. After this, one character will be dragged down by Glann, the elven offspring (eq. 11). We get down with the rest of the detachment. In battle, Galanne will summon more and more living stumps, do not pay attention, if you kill the boss, all living trees will disappear by themselves. Galanne is being treated for poison, and has a vulnerability to fire, and we throw this boss with it.
Quest: They Won't Pass (completion)
We go south to the cemetery. The gates are closed, but we can teleport through them one by one, or simply break the bars. On the lower path we get to the house behind the bridge.
We fight with 4 insects Foul creature of the void (eq. 9). In battle we will be assisted by Marie Pruitt. After the victory, we lower the bridge over the river, and the mother will meet her child Barrin. Together they will go to the Master's Barracks in Driftwood.
In the abandoned house on the bedside table we take Marie's key to the hatch, in the large room we open the hatch. In the "Cellar of the house on the bridge" dungeon, press the lever near the first torch. The second room does not open, but we can teleport there. In the cave we find 3 floor buttons, but nothing happens. In the far corner, along the lowered chain, you can get up to the well.
4.6. Black mines
Divinity: Original Sin 2. Walkthrough
Far to the east, the entrance to the mines is guarded by 2 Poison-winged fiends and 2 wild boars (eq. 13). In battle, 2 masters will help us.
In front of the entrance there is the spirit of the murdered master. There are 3 more spirits of ordinary peasants inside the settlement.
We find near the oil rig Oily key.
Quest: On the last legs
The masters execute a family of 5. We can intervene at the very beginning, so that none of the peasants is hurt, or we watch the execution so as not to engage in battle with the remaining masters. 5 masters (level 13).
If the family was saved, the mother will ask to save her nephew, who was hanged on an oil rig. Ahead is a locked gate, there are 5 more masters near them, we do not touch them yet, they will be needed later. You can go if you show a road pass, or through an underground tunnel in a neighboring house.
We rise to the oil rig, we communicate with the white master Jonathan. If we decide to save the prisoner Gwidane Rins, we need to engage in battle right from the first phrase, but this battle will turn into a local apocalypse (it's easier to avoid a battle in this place, the prisoner will die, and we can kill the master later).
Option 1 - saving a prisoner. Before the battle, block the vertical ladders leading to the tower, place boxes or barrels on them. Thanks to this, ordinary masters will not be able to come to the aid of Jonathan. When we start the battle, oil spirits will gradually begin to appear around the oil rig, and the assistant masters will attack them, not us. Then there will be a fire, fiery fiends will appear, regenerating in fire, and the entire area will be covered with dangerous necrofire. To survive in this madness, immediately after the appearance of the fiends, we send one character to the gates of the fortress, so that 5 more masters will join the battle, but already on our side, against the fiends.
The prisoner Gwidane will be freed immediately after the start of the battle, and will help with the magic of the Source, but there will be more problems from him than from all enemies. It's hard to survive here, but it's even harder to keep a prisoner from dying. He will constantly run on fire, and he will need to be restored. You cannot teleport him, because this is an ability that deals damage from falling, and having received damage from us, he will begin to consider us an enemy. You need to have magic or scrolls with you to permanently restore the magic shield so as not to burn out.
Option 2. If we avoided the battle, Gwidane will die, and Jonathan will move to the lower right corner of the location. Quartermaster Anna is also sitting there, from whom you can buy good things. The masters are not allowed into the cave, you need to go there unnoticed from them.
Quest: No way out
On the left side of the fortress, the masters are throwing fire bombs at the house. A sorcerer has taken refuge in the basement, and does not want to give up. We kill 4 masters (eq. 13). We go down to the basement, there is the nobleman Owen Anchoret, he is not a sorcerer, but simply defended his house from invaders. We release it to the surface, we get a reward.
On the coast on the left, the building is guarded by 2 screaming enemies. We destroy them with the magic "Purification", it is on the unique Helmet of the Tyrant or in the wands of the highest masters. (If you use Brakk's helmet several times, the demon Krier the Ashbringer will appear from it (level 7).
Inside the building, 2 white masters (level 16) draw out a source from 3 captives, next to a couple of dogs and a silent guard. We enter the battle with them. One of the masters can escape and hide in the ship. After defeating one of the enemies, we find a record of how to safely go through all the traps in the excavations of the Black Mines.
Excavations
Quest: Dark Affairs in the Black Mines (continued)
In the cave, at the very beginning, everything is surrounded by traps, it is better to walk through the hero-thief first and neutralize them all. To turn off the fire, you will need to put strong boxes on the sources, and there are only two boxes, you will have to rearrange them. Easier to teleport or run fast.
We examine the wounded master, we are attacked by 5 flickering and fiery fiends (eq. 13).
We go down through the mine. If we go to the northern dead end, jumping over the cliffs, in a separate room we will find a fragment of an ancient column.
Ruins in a cave... Vampires and Masters (eq. 13). A cache upstairs in the wall. There is a rusty key under the waterfall. Second piece.
Triangular monoliths, visions. The Tablet of the Eternal.
Alchemist's workshop... There are 6 masters here (eq. 13), but they can be persuaded by force so that they do not attack us. In the lower right corner there is a broken oil pump. Nearby we find the engineer of the Black Circle, he has a book on how to start the pump: Yellow lever, blue lever, green lever. Do not press the red lever. After repairing this device, you can create many bombs and explosive arrows, if there are recipes. To go further, we blow up the northern wall with barrels.
Ancient temple... We find the building of an ancient race, to which the undead Fein belongs. In the side drawers we find Artifact of the Eternal... In the last room, you need to activate 7 statues in a specific order. To find out the sequence: 1) we read the diary of an archaeologist, where the correspondence of the gods to various elements is written, 2) then we read the inscriptions on the triangular altar, where the elements are numbered, 3) we compare these data. Result:
The correct sequence will turn off the ball of the force field, inside we inspect the two side boxes, we find the object Ancient stone tablet... Before opening the central sarcophagus, we will definitely save, a boss will appear, for which we may not have enough strength yet, and we will have to kill him much later.
Eternal Ethera (eq. 14). An ancient deity appears, the enemy of our 7 gods. She is much more powerful than us, but there is an opportunity to kill her while she just awoke and did not regain her strength. In battle, the goddess summons frost hounds, they have almost no magic armor, and they can immediately be lured to their side with enchanting spells, arrows or grenades.
Riker's shelter
Having obtained the tablet, we return to the churchyard to Riker. He is not in the room, we go down into the hatch at the side wall. The private chambers are equipped with a torture chamber. In a conversation with Riker, we do not give up the thing; first, we ask you to teach us how to manage the Source. In the end, in any case, the owner of the churchyard will attack us.
Riker (level 12) stands on a hill, both stairs to him are mined. The best way out is to teleport directly to him. We do not pay attention to the dumb servants, they will all die after the death of the boss.
After the victory, we can examine all the floors of the building. There is a side room in the basement, but it doesn't just open. On the main floor there is the Spirit of the Pianist in the southern room. On the second floor there are spiders, Weaver (level 12). Contract, Lone wolves were hired to kill the awakened one (quest "Prey").
Quest: Opposites attract
Basement under the stairs in Riker's house. Betty the turtle and Rory the rats. We lay out a path of various foods from the turtle to the side of the rat.
We also return to the paladin bridge and report to them about what the white masters were doing in the mines. Right during our return, a squad of 5 dead assassins will attack the paladins (lvl 15). There are only 3 paladins left alive, we help them in battle. At the end, we get a reward of our choice.
4.7. Paradise Hills
Divinity: Original Sin 2. Walkthrough
Quest: Three Altars
We pass through the bridge of paladins. At the exit, we can see the spirit of a dead paladin, rejoicing in victory. Immediately after the bridge we go to a dead end in the north, where three deer surrounded the undead deer (level 12). Healthy deer will help us in battle. After the victory, we pray at the altar. You need to visit 2 more of the same.
(After passing the mine in the black mines, a character with the tag "scientist" will be able to learn a new alphabet by reading the tablets. If after that we approach any altar, we will be able to communicate with the voice coming from them).
Quest: Test of all seasons
In the forest, on one of the glades, there is a bowl with fire, around it there are 4 tree-statues symbolizing winter, spring, summer, autumn. The tongue of flame sets a riddle: "Winter meets us with a blizzard, blizzard and ice, In the fall of lightning, the sky will be lined with a thunderstorm, With a fiery haze of summer, heat comes, Spring will quench its thirst with its scarlet vine." On 4 statues, you need to apply the appropriate elemental spells, but not all of them are suitable.
1. Spring - a bloody rain or blow of an ally.
2. Autumn - electric steam.
3. Summer is a ball of fire.
4. Winter - ice hail.
Quest: Burial Rites
On a hill, 3 elves perform a ritual over a dead body, and do not allow strangers to pass. They will let us in only when we save the elf Saheila from the sawmill.
There is an ambush on the southwest road. 2 snipers and 2 thieves (lvl 12), who often use invisibility and surprise attacks.
The dog on the bridge is infected. Skeleton Victor opposite the bridge.
Quest: Buried Past (2)
Gareth bury his dead parents. Two paladins are standing near his house. To the right of Gareth can be found the gloves of his parents' killer. Paladins do not allow you to enter, you need to either negotiate with them, or kill them.
Inside the building we see 4 silent killers. We turn on the world of spirits, on the left side of the house we speak with the souls of Gareth's parents, they do not want revenge, but want Gareth to remain a hero. Gareth will immediately enter and ask him to kill the silent ones with his own hands. If we allow him, he will follow the path of revenge; if we dissuade him from this, he will remain in the path of the hero.
From the ghosts of the parents we learn that the murderers were ruled by the white master Jonathan. Gareth asks to kill him and bring evidence. Jonathan is in the Black Mines near the oil rig. After killing him, we take his ring, we bring Gareth. After that, Gareth will return to the ship.
Quest: Dangerous for yourself and others
Far to the east, in the healer's house, we find the healer Swann. In the basement, he keeps a dangerous sick Natalie. We can help with her treatment. We go down, when approaching the girl, 4 monsters appear (level 12). We attack only monsters, the girl can also be hit, but she must stay alive at the end of the battle.
We begin to perform the operation. There are 3 actions, each with 2 options, and only 1 combination will keep the girl alive:
1. Move the scalp back and start sawing the skull with a saw.
3. Close the wound quickly.
After that, we get an achievement, one of the things to choose from, and a healer who will sell us healing potions at half price.
Abandoned Flayer Lumber Mill
We go to the north, on the way there will be traps, from afar we attack them with fire. At the sawmill we find a detachment of Lone Wolves. Here we turn on the world of spirits and see many ghosts. For each participant of the "Lonely Wolves" some sins are registered, and therefore the souls of the slain persecute them.
Quest: an eye for an eye
At the entrance to the sawmill we see the spirit of the magician, he asks to kill the archer True Eye in order to take revenge.
Quest: Not by washing, so by rolling
Bowmaster Corbin Day. We need to free him from Rust Anlon. A little later we will kill him and the quest will be completed. Corbin Day will go to our ship.
Quest: Bitter Medicine
Ghost of the lizard Black Widowmaker. He was poisoned by his colleague Serpentine Root. We ask her about it, she does not confess. A little later we will kill her and the quest will be completed.
Quest: No laughing matter
Spirit of the Gravedigger. Dremosec killed him. We approach her, use the answer option with the tag [mystic], so that she sees the spirit of the Gravedigger in a dream, and tells the location of the treasure. We go to the western bank, dig up the chest, leave the treasure for ourselves, report to the gravedigger.
Quest: A log like a log
In the right building we turn on the world of spirits, we see that one of the logs has its own soul - this is an elven living tree. The soul asks us to take revenge on the foreman from the sawmill. We go south, we find the soul of the foreman. When we have a spell of absorption of souls, we destroy it, we return to the log for a reward.
Quest: Valuable Loot
In the right building we go up the stairs to the 2nd floor, there is the personal room of the leader of the wolves - Rust Anlon. There are many little boys' spirits around. Rust (level 14) is protected by 2 bodyguards and two tame wolves. In captivity with him elf Saheila... If we have an elf Sebilla in our squad, she will want to personally communicate with her tormentor Rust, and immediately provoke a battle.
After the victory, you need to take Saheila out of the sawmill. Now all the Lone Wolves will be against us, we kill them one by one and make our way to the south. There we give Saheila into the hands of the elves-druids on the heights.
Northern glade
On the right we can break open the gate, clear the traps, and go to a separate clearing. From under the waterfall, you can get a chest using teleportation.
In the clearing itself we find the wagon of the Sadhi lizard - this is Red Princess... If there is a Red Prince in the squad, they will retire in the cart. After that, 5 assassin lizards attack (eq. 14). During the battle, the princess will hide from here, and the lizard will have to continue searching.
Fault
In the northeastern part of the hills, all the land has cracked and turned into separate islands. Here we can only move by teleportation and other spells: dragon flight, tactical retreat. From the north side, we can jump into the burning house, inside there are 4 marauders (level 14).
Quest: Sudden Lovers
On the rubble we get to the eastern house, inside we find the girl Almira and the master Mikal. Together they fled from a dangerous place. Mical is injured, but he cannot be cured because of the aura of corruption around him. Almira asks for help with this.
In the farthest northeastern corner is the dragon Harbinger of Doom (lvl 15), it emanates from him an aura of corruption that does not allow healing. In battle, he is assisted by the undead masters whom he has captured. The dragon himself constantly flies from the tower to the rock. We put a couple of warriors in one place, a couple in another. The archer and the assassin do a good job here, who can strike from any distance.
We return to the couple in the house, we get a reward. We can offer them to move to a safe place: to Driftwood (perhaps they will be killed there), or to your ship.
Quest: Almira's Request
We meet a couple in love already on the howling ship. Almira asks to find an ancient tablet for her, the same one that Riker asked. The tablet contains the Redeemer Scythe recipe, which can be used to break the contract with the God King. If we give back the tablet, we will receive the object ring "Rapist" as a reward.
4.8. Monastery forest
Divinity: Original Sin 2. Walkthrough
Quest: Merchant Eitne
Undead Eitne is a librarian. During our acquaintance, we answer that we are not from the Black Circle. She sells many books with spells of necromancy and transformation. In the conversation, she asks to bring her a chanterelle mushroom, but the text of the quest says that she needs a book of the "Explosion of the corpse" skill.
On the left, by teleportation, we can go down to the left low bank. We enter the hold of the crashed ship. There is a deadly darkness, from it by teleportation you can get a unique Captain's amulet-compass.
Quest: Window of Opportunities
In the central ruins we meet the Hannag lizard, 3 masters are hunting for it (eq. 13). This is one of the strongest sorceresses, we can save her to get +1 Source magic cell... We are fighting with the masters.
After being rescued, Hannag asks to also rescue her apprentice who has taken refuge in the Black Mines. If you saved him, let's talk about it. If he is hanged, Hannag will not teach us, but will hand over the book on the Source.
Quest: Three Altars (2)
In the western cul-de-sac in front of the altar there is a huge monster - Weeping Abomination (level 14) and 5 black wolves (level 13), which strengthen an already strong monster. The werewolf needs to be constantly stunned, if it comes down to it, with a lot of power-ups he will have almost infinite action points, and he will kill even the most powerful heroes. After the victory, we activate the second altar.
Quest: Bestial Treatment (2)
On the northern cliff, a killed witch flying on a cross - the Corpse of Alice Alisson (level 15). A very strong opponent, her aura takes away 400 health from all characters per turn. We leave it for later, when we get at least level 16.
At first, it is better to approach her with one character, lure her away from the fiery area with totems, and then attack with the whole squad. In battle, we cast it with water and ice spells. After the victory, we take from her the Key to the witch's cellar.
We return to the witch's house in the meadows, open the basement. There are many rats inside that explode when touched. In the back room we find 1 bottle of witch's potion, but we also need the second one. We kill the frog behind the bars, we take away the recipe for the potion from it. We prepare the second portion of the potion on our own (Witch's Eye + Mushroom + Catalyst). We return to the cows in the meadow, we turn them back into people.
Quest: Monster Hunter
Behind the bridges we find a separate house, two demons are planted in a cage in front of it, they were caught by Jaan - the master of the Source. He promises us to increase the magic of the Source, but first we need to kill the demon Advocate on the island of the Blood Moon, 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 a deadly dead fog. Only an undead hero can survive, any living hero will die along the way. (There is a game error that can be used: we separate the character from the squad, we agree on a crossing with him alone, he dies on the way, but at the place of arrival the other heroes of the squad will automatically teleport to him, and will be able to revive him).
4.9. Blood Moon Island
Divinity: Original Sin 2. Walkthrough
Quest: Lawyer
On the southeastern coast of the island we meet a squad of demons and their leader Advocate. Here we see the Illness communicating with the gnome, but she immediately leaves the island. With the dwarf Basatan, we can argue for 500 gold about the Ailment case, whether she can handle it or not, without knowing the details of this case.
The lawyer promises to increase our Source magic, but in exchange we must destroy the Black Circle squad in the center of the island.
Tormentor of the Black Circle (lvl 15) and 4 intimidators. When we win, the Advocate will take the central place, and will also conjure over the central tree. As a reward we will learn from him the location of the Nameless Island.
If after that we kill the Advocate himself, we return to the hunter Jaan, he will increase our maximum source stock.
Jaan will ask you to find the name of the demon on the island - the owner of the Lawyer. We communicate with many spirits on the island.
On the northeastern corner of the monsters Elnar malicious (level 15). Beholder monsters cause madness in our heroes - they randomly use their skills, scrolls, potions. Here on the pier we take silver bars.
On the western bank of Mirvl the damned (eq. 15) - 3 demons and 3 dogs.
On the northern coast we find a forge, next to it we take 2 silver ingots, use them for the forge, as a result we will melt Silver lever handle... There should be 3 of them in total.
Quest: Forgotten and Damned
Near the fire, at the entrance to the bridge of fragments, we find a map of the island, it shows three statues, an archive and a forge. Near the squad of the Advocate, we examine the statue, there is some secret under it, but it is not possible to move it.
In the northeast, at the turn, we examine the mountain of earth, dig it out, find a hatch to the basement under it.
archive... Below we find the library and the Spirit of the archivist. We open the secret door between the cabinets, we find sword hilt "Anathema", next to the tenebrium chest green teleportation pyramid and book "The Taming of the Sacred Fire", this is the music of which you can destroy 3 statues that close the hatches.
With the help of music, under each statue we find a dungeon where creatures possessed by demons are imprisoned. There is an empty recess for the lever near the locked doors, we use the fused silver handles. In addition, you need to turn on the spirit world and agree with each guard about the release of the prisoner. (If it was not possible to agree, then the spirits can be destroyed later, having received the "Draw out source" spell from Siwa). To free the prisoners, you need to break 4 pillars with chains with shots. Each prisoner has its own separate quest.
Quest: Silent
Dungeon 1 - Obsessed Child (eq. 15). Before being released, you need to negotiate or fight with the cat. After this, we can teleport the child to our ship.
If we have Lowse in the squad, she can convince the demon hunter Jaan to join us and move to the ship. When both are on the ship, Jaan will disenchant the two.
Quest: Bound by Pain
Dungeon 2 - Possessed Gnome (Lv. 15). The demon is intensifying in pain.
Option 1 - We kill the gnome, the demon Morr Rotten Maw appears, he will alternately move into our characters, and leave them only with minimal health. Several migrations and he will die.
Option 2 - we are trying to cure. We beat the gnome until he falls, use the "Denial of death" on him, beat him again. After two falls, we break the chains, the demon will come out of it without killing. We finish off the demon. He possesses the character who hit him 2 times in a row. After the victory, we talk with the gnome, as a reward we get his cache.
Quest: Exalting Deception
Dungeon 3 - the Rajarim lizard (lvl 15) - the possessed awakened one. In battle, kills everyone with one massive spell. To win, before the battle we separate the characters, place them in different corners of the room. Having survived the first spell, there will be a chance to win.
Quest: Secrets of the Blood Moon Island
In the archive we find the Diary of the Archivist. We kill monsters in the center of the island, turn on the world of spirits, communicate with a tree. In conversation, we call his true name from the diary - the Demon Adramalich.
4.10. Preparing to sail
Divinity: Original Sin 2. Walkthrough
Conditions required for sailing from the continent:
Get 3 cells of Source magic;
Learn the "Siphon Source" spell;
Find out the location of the Nameless Island;
Help Gareth avenge his parents;
Help the rest of the squad members to complete their affairs (not necessary, but they will beg to stay until their problems are resolved).
3 cells... To increase the supply of the Source, we can be helped by:
Dwarf Mordus in Reaper's Bay (you need to defeat him in battle, perhaps deceive him, he does not have his own Source power, he feeds on the captured lich).
Elf Riker on the Churchyard (you need to examine the Black Mines and find an ancient tablet);
Hannag Lizard in the Monastery Forest (you need to save the apprentice Guidain Rins on the oil rig);
Hunter Jaan in the Monastery Forest (you need to kill the demon Advocate on the island of the Blood Moon).
Spell... Having received 3 cells of the Source magic, we return to Driftwood in the basement of Siwa. We repeat the ritual to see our deity again. God teaches us the "Drain Source" spell, which allows you to draw Source points from powerful enemies, or absorb the souls of the dead. God will also indicate the location of the Nameless Island, and warn that in the end you will have to leave your companions and act alone. When we return to our world, 2 Void Flayers (level 14) will burst into the basement and kill Siwa.
Island location can suggest:
Protection takes the floor(Lawyer Up) Find out the whereabouts of the Council of Seven from a lawyer. We kill the soldiers of the Black Circle in the center of the Blood Moon Island. | |
Island of the gods(Isle of the Gods) Find out the whereabouts of the Council of Seven from the higher powers. The second time we perform the ritual in the basement of Siwa. | |
Last Chance Island(The Isle of Last Resort) Find out the whereabouts of the Council of Seven from Ailing. It is necessary to find all companions - sorcerers of the Source and complete their quests. |
Gareth... We need to find the killer of his parents with him:
Meet Gareth in the meadows in the house where he captured a man;
Meet Gareth in Heavenly Hills, near my parents' house. Penetrate the house, communicate with the spirits;
In the Black Mines on the oil rig, kill White Master Jonathan, report it to Gareth.
Having fulfilled all the conditions, we return to our ship. We speak with Illness, and we leave for the Nameless Island.
Achievement "Honorary reader of the site" Did you like the article? In gratitude, you can like it through any social network. For you, this is one click, for us - another step up in the ranking of gaming sites. | |
Achievement "Honorary Sponsor Site" For those who are especially generous, there is an opportunity to transfer money to the account of the site. In this case, you can influence the choice of a new topic for the article or passage. money.yandex.ru/to/410011922382680 |
Divinity Original Sin 2 Definitive Edition Bloodmoon Island Girl
Source: https://hungry-bags.ru/en/pasyans-kosynka/divinity-original-sin-prohozhdenie-igry-2-ispytanie-vseh-por-goda-divinity-original-sin-2-totemy/
Komentar
Posting Komentar