A test of all seasons. Dedication. Reaper's Coast - Genie's Lamp

Why leave the house when you can become Divine sitting at your computer?

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Well, we've finally completed the story campaign. As promised in first impressions, we are rolling out a full review of Divinity: Original Sin 2. Even now, after the final credits, we find it difficult to believe that all this was not a dream.

Plans Larian for the sequel to his surprise hit, Divinity: Original Sin, were almost utopian. New races and features, voice acting, a well-developed world, several game modes - and all this should have been at least as good as the first part. And, as a maximum, surpass it.

An army of fans trusted Larian and fully funded the game on Kickstarter in just twelve hours, with an initial goal of half a million dollars. In a month, users collected more than two million by unblocking All additional campaign goals. But the project seemed too large-scale. We doubted until the last moment: well, everything can’t be that good, it doesn’t happen. Something must go wrong.

Trailer about gameplay features

Event Horizon

The first Original Sin still captivates with its incredible freedom of action. It was something more than just tactics in the spirit of classic role-playing games. Both in battle and in conversation, there were always several ways to get out of a situation. Banal persuasion, spontaneous effects, and non-obvious tricks were used. For example, it was possible to build a “house” of explosive barrels around the boss and blow up the bastard before he decided what sauce to eat us with.

Fans of tabletop role-playing games also found something familiar here: that forgotten feeling when you and the game follow the same rules. Everything that is not prohibited is allowed, and no one bothers you to violate local prohibitions if the opportunity arises. It's not always easy, but that was the beauty of Original Sin - it invited you to study the principles by which it works.

Apparently, Larian appreciated how much the audience liked the “tabletop” freedom. That's why Original Sin 2 doesn't just resemble an NRI - it's completely designed like a board game. No, you won’t have to roll virtual dice and look for something in the list of spells every couple of minutes. We are talking about the development philosophy and principles on which tabletop role-playing games are built.

At the origins of fantasy

A good D&D campaign starts with a good plot. Ironically, the plot was the weakest part of the previous game. It provided an excuse for adventure, but was completely uninteresting. Sometimes bright characters appeared in it, like the magician Arhu, but they did not make this apotheosis of fantasy cliches any better.

The second part also drew inspiration from a variety of sources, from Martin and Tolkien to the same Jordan and Pratchett. But literary texts no longer resemble a commercial product. Now they seemed to be written not by a team of screenwriters, but by one game master. And not to sell the game, relying on statistics and focus groups, but to make it interesting for both him and the players.

The world of Rivellon is almost unlimited. A myriad of situations await us: difficult, funny, dark and simply unusual. The tone of the story is also constantly changing. One minute we're (no pun intended) trying to help a turtle win the heart of a nimble rat, and right after that we're pondering genocide, moral decline, nihilism and fate. Moreover, both events are written equally well. Larian plays with the tone of the story so skillfully that the transitions and mood changes do not cause any rejection.

And D:OS 2 elegantly bypasses one of the most annoying cliches of fantasy - dividing the world into black and white. At first everything is very clear: there are obvious “villains” and “heroes”, us and them. But the deeper we dive into the web of intrigue, the clearer we see that there are no rightists in this story at all. Only the guilty.

The plot involves many characters, factions and historical events. But their number does not tire, but only sparks curiosity. Names and places are memorable, plot twists can truly surprise. And from grains of information a clear trail is formed, and we follow it voluntarily. Not because there is no choice, and not because of annoying exposition, but because the story is really intriguing.

The writers seriously worked on the backstory - and not for show, but so that everything secret becomes clear. So that the player becomes keenly interested in the plot background. We take our hats off - in our case they succeeded. But due to the volume of the script, tiny miscalculations sometimes occur. The game occasionally forgets our gender or race, does not know that we already have this or that information... The developers are slowly correcting these little things with patches.

We didn't expect D:OS 2's story to be this good. In addition, all the characters found voices. The voice acting is obviously on a budget, but it's surprising in a good way: the actors sound very alive, probably because they were allowed to interpret their characters in their own way. Special thanks for the appearance of the Storyteller - his presence enhances the atmosphere of tabletop gatherings. And his voice and intonations are in no way inferior to the same Logan Cunningham, who plays this role in the projects Supergiant Games.

Our partners have also changed, and for the better. Each of them has something to talk about, and their personal stories are directly related to the main plot. Now they are not just an appendage to the main character, a knight in shining armor. They became independent personalities. The side quests of the brothers in arms not only reveal their characters, but also resonate with the fate of Rivellon - and sometimes in quite unexpected ways.

What goes around comes around

The most controversial thing about tabletop role-playing games is that they require a huge investment from the player. Time, attention, energy, money. We sacrifice all these things that are dear to any adult in the name of an exciting pastime.

It's funny, but with its exorbitant size and tons of content, Divinity: Original Sin 2 respects the player's time. She understands that the effort invested in passing must pay off and bring dividends in the form of pleasure. She elevates a simple truth to the status of a credo: “No one wants to waste precious time on boring nonsense.”

First of all, there is no passable content in the game. Quests that added “let it be.” Any situation, even the most insignificant, will one way or another reward for attention to itself. Valuable loot, money, information, funny dialogue or a memorable scene. Anything, just so as not to make you feel like wasted energy.

The game uses two more tricks to reduce downtime when it is not clear where to move next. Firstly, interesting opportunities and tasks are scattered almost everywhere - you won’t have to go far for adventures. Secondly, enemies in D:OS 2 still don't respawn. This means you won’t be able to gain experience.

For players have to look for problems on their own if they want to become stronger. It's a little brutal, but almost all the quests are worth it.

The paths of heroism are inscrutable

The main success of the first Original Sin was its interactive world, and it hasn't gone away. Freedom of action has only increased, and D: OS 2 tries to take into account all possible scenarios. Anything with a health bar can die. All. And the game remembers this.

We can obtain the necessary information in many ways. Talk to people. Question animals if we have the appropriate skill (and conversations with them are even more enjoyable than in the first part). Rummage through chests. Read the notes. Talk to ghosts... including animal ghosts.

Characters of different races can solve the same problems differently. Physiology is also implemented here for a reason: unique racial properties play a role both in combat and in social interactions. For example, lizards can dig up caches without shovels, and elves devour the remains of others and thus obtain important (and not so important) information from the memory of the dead.

The puzzles also delight in variety: often, in order to solve them, you even have to look closely at the details of the interior.

Larian have created a world in which even building pyramids out of boxes is not boring. True, sometimes developers go too far: some puzzles or key actions for quests can be mind-bogglingly unobvious. Especially in the last third of the game.

And due to the detail of the world, the pace of the story suffers a little. There are a lot of little things here that you don’t want to miss, and the plot, on the contrary, often rushes things in the name of a spectacular ending. And if the transition from Fort Joy to Driftwood is painless, then departure to the Nameless Island, and then to Arx, no longer seems so flawless. Perhaps Larian tried to use shock “therapy” on the players. But this move did not particularly appeal to us.

One more thing: D:OS 2 relies on metagaming in many situations. In board games, this means that the player solves the problem using his own knowledge gained outside game, not his character's thoughts or knowledge. With due diligence, a good third of D:OS 2 quests can be “broken” by simply bypassing the path planned by the developers using some trick. Most often - teleportation or disguise. Such permissiveness certainly has its own charm, and Larian themselves are calling for exploiting such loopholes. But it seems to us that not every role player will like this approach.

Constant wagering is not possible. We either immerse ourselves in the role or move away from it in a fit of furious munchkinism.

By the way, in battle you will need not competent roleplaying of the character, but knowledge of the combat system. Without this, no Divinity can be achieved.

Take the initiative!

The turn-based tactics from the first part have remained almost unchanged in D:OS 2. Contractions are still complex and require good preparation and smart decisions. The role-playing engine works on the same principles, but has become a little neater.

Upgrading characteristics and skills now brings noticeable and understandable bonuses, rather than abstract points in a random number generator. We pump up strength - we hit harder with heavy weapons. Dexterity - we are better at shooting and wielding daggers. Skill schools also received bonuses, so now they need to be developed not only in order to learn certain spells. Hydrosophistry increases the effectiveness of healing, warfare increases all physical damage, and necromancy gives “innate” vampirism.

We have already talked about new schools in "first impressions". Necromancy, as the name suggests, attracts with dead delights like immortality and bloody rains. Summoning allows you to create, upgrade and control creatures useful in battle, and polymorph allows you to physically rebuild yourself, your comrades and enemies for the sake of an advantage in battle. Turning your enemy into a chicken can be much more satisfying than you might imagine.

In addition, there are several times more elemental and status effects in the sequel. As well as the skills that trigger them, try combining two empty skill books from different schools at your leisure. As if this weren't enough, almost everything around you can be blessed or cursed, which radically changes the basic properties of the treated surface.

Let's say that damned oil acquires the remarkable property of exploding without any reason. “Cursed Blood” sounds brutal, looks disgusting, and has a generally disgusting effect. Just don’t get carried away: the engine can withstand a large number of impacts. Control yourself if you don’t want to drop your FPS to 20-22 frames.

But don’t expect fireworks from special effects and a dozen statuses on one enemy. An innovation has appeared in the combat system, about which a lot of good and even more bad can be said.

Trial and error

From now on, all characters have physical and magical armor. The mechanic has been in the series before, but in Original Sin 2, armor is actually an additional health bar. Every piece of clothing influences her in one way or another. It decreases when the character receives damage of the appropriate type, regardless of the specifics. And until the armor is depleted, this type of damage will not harm the enemy’s health.

It doesn't sound so bad, but there is one "but": armor fully Protects against status effects. Forget about permanent stun and chains of control spells. As long as the enemy is wearing magical armor, all your tricks will be in vain.

On the one hand, this adds a new variable to battle tactics. It’s not just important to have all the right abilities, it’s even more important to use them at the right moment. Save your trump cards until the last moment or start the battle with the most powerful techniques and wait until they recover? You will have to evaluate the chances from a completely different angle. On the other hand, armor harms the very variability of fights that we so valued before. All your crowd control, elemental play, and resourcefulness will go down the drain if the enemy has armor. Statuses seem to be supposed to add variety to the process... But you forget about them when most of the battle is spent on knocking down the enemy’s defenses.

Because of this same mechanic, the variety of builds suffers. You can still build beautiful hybrids of magical and physical skills, but from now on it is simply not profitable. After all, if a magician and a fighter fight with the same enemy, then he will defend himself with two different health bars. Previously, magicians were death machines, but now spells take a long time to recharge, and the effects only come at the end of the battle. Warriors and robbers come to the fore - their blades strike harder than lightning.

The balance of difficulty levels is also a little hectic. As before, if we arrive somewhere on a level earlier than necessary, the boss will roll us over with a roller. One level later, the battle will become boringly easy. There are several potential forks in the story campaign, but each has its own level. Of course, you can visit wherever and whenever you want. But your enemies can also show you how wrong you were in this decision.

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4.1. Reaper Coast
Divinity Original Sin 2. Walkthrough

Quest: Sharp Awakening

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

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

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


Quest: Plundered Caravan

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

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


Quest: They will not pass

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


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

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


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

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

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


Quest: Law of the Order

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


Quest: A man and his dog

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


Town Crier Togrof tells 3 pieces of news.

Black Bull Tavern

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


Quest: Losses in the ledger

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


Quest: Love has a price

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


Quest: You can't drown grief

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

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


Quest: Sleeping Adventurer

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


Underground tavern

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

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

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


Quest: Web of Carnal Desires

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


Quest: Driftwood Arena

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

Other buildings in the city

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


Quest: Hide and Seek

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


Children play Alexander and Khvor.


Quest: Missing Masters

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


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

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


Quest: Strange cargo

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

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

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


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


Quest: Lost and Found

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


Quest: Sharp Awakening (continued)

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

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

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

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

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

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

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

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

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

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

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



Quest: Missing Masters (continued)

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

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

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

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

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

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


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

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


Quest: Burning Prophet

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


Quest: Empty Dreams

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


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




Reaper's Bay

Quest: Shadow over Driftwood

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

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

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

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

3 - Treasure Vault.

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

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

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

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

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




Quest: Shadow over Driftwood (continued)

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

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

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


Quest: Taste of freedom

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

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

[_ door _]

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

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


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


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

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

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

Quest: Competitors

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

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

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


Quest: Aggressive Capture

Before entering the bridge with the troll we find dead bodies. We follow the bloody trail 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 an possessed dwarf hunter (lvl. 10) and his two bears: Pasha and Tasha.

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

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

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


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

4.4. Meadows
Divinity 2. Walkthrough in Russian


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


Quest: Dark Deeds in the Black Mines

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


Quest: Buried Past

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

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

Quest: The Ugly Duckling

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


Quest: Bestial treatment

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

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


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

4.5. Pogost


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


Quest: Family Affair

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

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


Quest: Stranger in a strange land

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


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


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

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

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

The spirit of an unrepentant sinner.

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

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


Quest: Reluctant Servants

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


Quest: Heroes' Shelter

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

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

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

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

4. Vidia. ---.


Quest: Midnight Oil

Quest: Generous offer

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


Quest: Snake's tongue

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

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


Quest: Existential crisis

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

1 - What is the meaning of life?

2 - Does free will exist?

3 - Is there a difference between good and evil?

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

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

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


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


Quest: They Shall Not Pass (Completion)

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

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

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

4.6. Black mines
Divinity: Original Sin 2. Walkthrough

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

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

We find it near an oil rig Oily key.


Quest: On my last legs

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

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

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

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

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

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


Quest: No Exit

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


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

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

Excavations

Quest: Dark Deeds in the Black Mines (continued)

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

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

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

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

Triangular monoliths, visions. Tablet of the Eternals.

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

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

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

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

Riker's Asylum

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

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

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


Quest: Opposites attract

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


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

4.7. Paradise Hills
Divinity: Original Sin 2. Walkthrough


Quest: Three altars

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

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


Quest: Test of all seasons

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

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

2. Autumn - electric steam.

3. Summer is a fireball.

4. Winter - icy hail.


Quest: Funeral rites

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


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

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


Quest: Buried Past (2)

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

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

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


Quest: Dangerous to yourself and others

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

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

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

3. Close the wound quickly.

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

Abandoned flayer sawmill

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


Quest: An eye for an eye

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


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

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


Quest: Bitter medicine

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


Quest: No laughing matter

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


Quest: Log like a log

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


Quest: Valuable loot

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

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

Northern glade

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

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

Fault

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


Quest: Sudden Lovers

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

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

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


Quest: Almira's request

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

4.8. Monastery Forest
Divinity: Original Sin 2. Walkthrough


Quest: Trader Eithne

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


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


Quest: Window of Opportunity

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

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


Quest: Three altars (2)

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


Quest: Bestial treatment (2)

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

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

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


Quest: Monster Hunter

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


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

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


Quest: Lawyer

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

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

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

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

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


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

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

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


Quest: The Forgotten and the Damned

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

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

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


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


Quest: Silent

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

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


Quest: Shackled by Pain

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

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

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


Quest: Sublime Deception

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


Quest: Secrets of Blood Moon Island

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

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

Conditions necessary for sailing from the continent:

Get 3 Source magic cells;

Learn the spell "Draw Source";

Find out the location of the Nameless Island;

Help Gareth avenge his parents;

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


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

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

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

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

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


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


Island location can suggest:

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

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

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

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

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


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

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They won't pass

On the Reaper Coast, talk to a boy named Barin, who is standing on the edge of a destroyed bridge. Or contact bridge advocate Mary. This is how the task begins.

Go to the house of the bridge keeper (through the paladin fortress and the cemetery) and deal with the fiends. To open the gate, you will need master keys and good lockpicking skills.

Mary will provide a reward for this (if she survives). You can also find the key to Mary's hatch inside her house.

Plundered Caravan

You will receive this quest after you find a caravan of masters near the starting point of the Reaper Coast. Talk to the surviving gnome to find out that the fiends captured the sorcerer and dragged him into a special cave called Wrecker Cave. After you talk with Raymond in the Driftwood area, tell Master Julian what happened to the caravan.

Hide and seek

In Driftwood, talk to two children standing near the docks - Ben and Harietta. You learn that their friend Joe tried to swim to Fort Joy but disappeared. They are concerned about his disappearance.

Go to coordinates (X: 450, Y: -46) to find a beached shark on the beach of the Reaper Coast (by the way, not far from the starting point). She doesn't want to go back into the water because she's 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 dead 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 don’t have an elf in your group, but have Fain, then use his many-faced mask to turn into an elf. This will give you his ability to see the memories of killed people.

Reward: 3000 experience points if you eat the leg and learn of Joe's fate, plus regular loot.

When to count chickens

On the Reaper Coast you will find a chicken coop with several chickens. If one of the team members has the Animal Friend talent, you can chat with the main chicken and find out that their eggs have been stolen. Big Marge will give you the task of returning 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 the eggs will be spoiled, but there is one that has survived - a little further, at the very edge of the shore. 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 out.

Return to the chickens a little later to find that the newly hatched chicken, Pipir, has killed everyone else, but is somehow friendly towards you. He will follow you just like the black cat did on the shore of Fort Joy.

Use spirit vision to make the spirit Big Marge appear, who will tell you that you must find Pipir's father. Go to the indicated location 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 Magicockerel. If you decide not to kill Pipir, he will turn into a monster and summon dozens of chicks to fight you. Afterwards you will receive a chest. In any case, the quest is completed.

Reward: 5000 experience points (regardless of choice), chest with legendary and epic items.

Scientist Grebb

Eat three fish that are infected with poison. In the Driftwood fishing area, Grebb studies infected fish infected by the Void. If you agree to eat it, you can get experience and other rewards for it.

He will give you a choice of poisoned fish - brown, red and yellow. After eating, you will be poisoned for several turns. You will receive a mixture of plants from him depending on what kind of fish you eat - duchy for bream, etc. He will also say that he would recommend mixing this herb with the fish you ate to enhance the effect of the potion.

One character can only eat one fish out of three. Eat every fish, which requires three characters. When you talk to Grebb as 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 you don't have a full team).

Losses in the ledger

Return Garvan's property.

At the Driftwood Tavern, there is a man named Garvan who asks to investigate missing supplies along the trade route west of Driftwood. Go to the indicated location where there is a troll guarding the bridge. You can kill him or agree to help as part of the “Business Competitors” quest.

Follow the bloody trail and meet the gnomes and their pet Pasha. You can inform Garvan that the property was destroyed, or return the wooden box to him with or without its contents. Or you can continue your investigation at this point.

You can dig up the remains from a shallow grave, let an elf from the party eat them, and find out that the merchant was killed not by fiends, but by his companions. Activate the vision of spirits and the ghost of a merchant will appear. You can agree to avenge him, which will lead to the start of the "Aggressive Capture" quest.

Garvan only needs his box, and the reward will vary depending on its contents (what you leave inside).

Business competitors

Trolls Gorg and Marg are engaged in the same business, being competitors for each other. Each of them will ask to kill the other. You can help one get rid of the other. But be very careful in this, since the Gorg troll is a dangerous enemy that can kill a weak party member with one blow. Before you fight the trolls, make sure you are prepared and save your game.

Using fire on Gorg and poison on Marg will remove the effect of their blood regeneration.

Aggressive takeover

To the west of Driftwood, near the bridge, there is a trail of blood. We indicated this location in the quest “Losses in the Ledger.” At the end of the bloody trail, you will discover Garvan's property, but will also be ambushed by enemies.

After the fight, use spirit vision to spot the ghost of Merchant 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 regular meat stew and any fish infected with the Void. He will then move to the infirmary behind the tavern and attack you as soon as he sees you. 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 is buried, which Garvan could not find. This is your reward.

However, if you eat Garvan's head with an elf from your party, you will receive the unique talent "Merchant's Secrets", which increases the "Exchange" option by one point. If you decide to do this, Liam will not give you a reward.

If you decide to kill Garven, but he is inside the tavern and has not become your enemy, then do it without warning anyone. You need to have a poisonous weapon, the rain skill and about 1000 gold coins in reserve. Cast rain near it, and then infect the puddle using a poison weapon. After that, go outside and return to the tavern so that no one can see you. Wait until Garvan dies without anyone knowing who did it.

1000 gold will be needed to bribe anyone who tries to interrogate you (about 400-500 coins will probably be enough, but it's better to have more just in case). Or you can try to convince such people. After this, do not approach the tavern until the situation calms down and all 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. To begin with, you may have to give Garven the usual stew, after which he will ask for the third one himself (you can slip in poisoned fish).

You can discover Liam's treasures yourself.

Wishes Network

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 reaction or another. She will ask you to meet her in the corner, so you will have to divide the squad (in a well-known way) and keep your companions somewhere away. Once 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 take 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 her corpse you will find an idol of revival (resurrects the character who has it in his inventory if he dies), two unique daggers and a key.

If you allow yourself to be kissed, she will bite the character on the neck, and you will receive the “Spider Bite” talent, the effect of which depends on what vision you have previously chosen:

  • Towering Oak (+2 Strength, -2 Constitution).
  • Curved Feather (+2 Intelligence, -2 Constitution).
  • Golden chest (2000 gold, -2 constitution).
  • Dragon (+2 to intelligence, -2 to constitution).
  • Cocoon (-2 constitution, one revival idol).

After the kiss, you can attack Dorothea, or you can let her go.

Although you are required to face Dorothea alone, you can use other characters you control in the battle (if it starts). Therefore, the battle will be quite easy. To maximize the experience, kiss the spider with all four characters, and attack her last when Dorothea tries to leave.

Drowning her sorrows

On the second floor of the Driftwood tavern, you will meet Captain Ableweather, who will ask you to stop the ringing that is tormenting her. Use the ability to see spirits in her room and you will 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 companion to open the hatch. Inside the cargo you will find a compass surrounded by fog. You need an undead character to receive a compass or a teleport spell.

Strange cargo

After you find Higba (the “Lost Masters” quest) in a barrel of fish in the fishing room, you can help him escape or bring him back.

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 mini-map to track the location of the remaining Masters, and use stealth to escape. Or simply take your 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 clue about who the real criminal is (the cook in the tavern) and where to find Master Hanang. In addition, you can teleport along the marker and receive a reward. Don't forget that when you try to escape, you can still return your character to the masters.

Love has a price

A man named Lovrik at the Driftwood Tavern promised you to try something exotic. If you pay him the specified price, he will give you the key to the upper apartment.

Go there alone and spend the night. The next morning, thugs will suddenly appear while you are naked and demand your money. If your character is Ifan ben Mezd, the thugs will recognize you and simply leave. Otherwise you will either die or lose money. If you're playing as the Red Prince, the lizard you encounter will turn into the Red Princess instead.

Returning to Lovrik, you learn from him that he did all this for his daughter. If you question the cook, you will find out that he is lying. Unfortunately, Lovrik will have time to escape.

Driftwood Arena

This quest can be taken 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 her second turn, fiends will appear, which you both will have to destroy. After the fiends die, you will need to defeat Murga to receive the champion title.

In both battles, be sure to cast shields and various buffs in advance. Be careful with your transformations: wearing a blindfold will prevent you from using different skills.

The first battle can be made easier by summoning creatures about which you were not told anything.

If Murga does not reach you before the fiend appears, she will attack your common enemy. Move away from her. The worm will not be as dangerous as the one that appeared in the fight with Alexander, but it is not as bad as the one you could fight in the swamp. He will try to put chains of pain on you. Sebilla can break the bonds, but this requires an Origin point.

Are you a third-level geomancer? Invest gold and origin point in an artillery mount, which can be bought on the market. I used it to defeat Murga after she finished off the Worm.

Burning Prophet

There is an unusual statue on the 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 oil surface and use a fireball or other spell (or a weapon with fire damage) 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 some experience points.

Ugly little chick

There is a sick chicken on a farm north of Driftwood. If you have the Scientist tag and the Animal Friend talent, you can convince her that she is actually a phoenix. All it takes to turn a chicken into a phoenix is ​​to burn it. Cast any fire spell and the chicken will actually turn into a phoenix egg. You can decide what to do - leave the egg or eat it.

Bestial treatment

On a farm north of Driftwood, you'll encounter 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 to their human appearance, which is why they 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 cows to their human appearance). Then open the hatch leading to the dungeon (requires level 4 thievery). If you don't have the required theft skill, you can meet 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 a lot of 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 thief skill. Or even teleport inside!

In the basement, be sure to pick up the witch's potion (which will turn you into a cow forever if you consume it). You can also find the witch's book on the giant frog. You'll probably have to kill the frog to get the book, since it won't give it up. Having the "Scientist" and "Mystic" tags will allow you to decipher the recipe book dropped by the frog to create the desired potion. Otherwise, use our recipe: growth stimulator + boletus mushroom + witch's eye.

If you drink the witch's potion to turn into a cow, the quest will be completed automatically and you will receive 10,775 experience points. This is not recommended because you can only create 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 receive 13,450 experience points for each. In total, you will be rewarded with 26,900 experience points.

Reward: 10,775 experience points if you drink the potion and turn into a cow; 13,450 experience points for each cow that returns to human form - there are two of them, so there will be a total of 26,900 XP.

A test for all times

To the east of the altar of Driftwood wanderings you can find an elven building, across the river. There are four statues surrounding the brazier (coordinates - X; 450, Y: 340).

To pass the test, you will need to attack four statues using different elemental skills:

  • Hero of Winter - spells “Winter Blast” or “Hail Strike”.
  • Hero of Autumn - Static Cloud Arrow or manually cast fire spells on a pool of water, then attack the cloud with a lightning spell.
  • Hero of Summer - use the Laser Beam spell.
  • Hero of Spring - use "Blood Rain" or the Elven race ability "Sacrifice of Flesh".

Be ready! As soon as you light the last totem, four heroes will appear and begin the battle with you. Each contender (Winter, Summer, Spring, Autumn) is immune to their respective element. These are pretty strong opponents if you are on the same level with them. Defeat all enemies so that the brazier will speak 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 - a total of 83,100 XP; 51,900 experience points for completing the quest; a phoenix heart (which gives the Burning Tongues skill if eaten by an elf) and a chest.

Hints:

  • Summon the Fire Slug (Ring of the Mage) to activate the Statue of Summer, as it also uses a laser beam.
  • Spill the blood to activate the Spring Statue. You can do this by attacking a follower standing near the statue.

Speaking in Forked Tongues

In the cemetery you can find a lizard chest, between two fire-breathing statues. Let the lizard talk to him and you will learn that a password is required to open it. Transforming Fain into a lizard will not help you.

The password can be obtained from the salamander in Riker's mansion, but you need a lizard character with the Animal Friend talent. Teleport the chest from the flames. Breaking it will give you loot, but will not solve the quest.

Family Affair

At the cemetery gates 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 to find them. Click on these buttons, which will open the stone gate.

Have one of your companions enter the third room and stand on the pressure plate. Then use the vision of spirits (which you will study as part of the quest “A Sharp Awakening”) to discover three levers on the wall. Press the middle, left and right levers in sequence 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 with the left and right once each.

Under the hatch is a treasury. Use the character with the highest luck to get the loot. The artifact lies in the coffin. If you have a lizard, he will understand what language the inscription is engraved in. When you try to leave the tomb, all the clay guards will come to life and attack you. Tell Tarkin that the task is complete, after which the man will say that there are other artifacts on Blood Moon Island. When you go to Blood Moon Island, you can find a hatch in its northeast corner. It's hidden in a rather clever place.

Inside the vault is the other half of the artifact. When you have both halves in your hands, talk to Tarkin. Sometimes he will not be at the cemetery gates, but on the Lady of Vengeance, near the boat. If you go to the Lady Vengeance by fast traveling, Tarkin will be right next to you.

Hints

You can destroy the clay armor before looting the room, which will avoid the battle.

If Tarkin is missing, then one of the possible solutions is to follow the marker to the Lady Vengeance, taking a boat from the shore, and then re-use the boat on the galley. Tarkin should appear near the boat.

There is a much simpler way to enter the crypt:

  1. Look at the stairs leading down the crypt.
  2. Go left.
  3. 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.
  4. Destroy or open the gate (there is a lever on the right side).
  5. Enter the tomb.
  6. As soon as you go down into the tomb, don't touch anything, or you'll turn to stone.
  7. Use the Blessing or Ice Armor spell.
  8. Or kill Kanna to get the key to the tomb to get inside.

Stranger in a strange land

Use spirit vision near the altar of wanderings in the cemetery to see the ghost of a lizard near you. He will ask you to dig up his remains and burn them in eternal fire. Place the remains of the lizard in the part of the cemetery where representatives of this race are buried - where there are two dragon heads emitting fire. A lizard ghost will appear and thank you.

Existential crisis

In the cemetery you will hear a voice asking 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 to be a philosopher, challenging you to a duel. At this point, if the character talking to him is not undead, he will need to prepare and defeat him. Otherwise, feel free to join the battle immediately.

He will have three questions for you. Answering any of them incorrectly will result in instant character death. The most common way to win for non-undead characters is to read The Essence of Existence, volume three, to destroy the skeleton.

However, if your character is undead, simply select the "Undead" tags in all three questions and you will automatically win (for example, if you have Fain). You can also give the 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 once, reading at least one book will still be necessary. The first volume contains the answer to the first question, the second - the second, and the third - the third.

You can find all three volumes in Riker's mansion. The first volume was found where Riker is, in his personal 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 if you take books, it will be considered theft. And to get into the bedroom on the second tier, you will need to break the door.

If you answer the first question correctly, you will see the skeleton trembling. 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 successful completion of the quest, for which you will receive 21,525 experience points and a skill book from Crispin's body.

REMEMBER that Fain, being an undead creature, 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 near the bed in the room with the cat and dog, on the second floor of Riker's house.

Heroes' Shelter

To the south of the cemetery's wandering altar there are coffins with four heroes. Examine them to find out four places where treasures are buried. But if you examine all four coffins, undead heroes will revive and attack you. After that, go to the marked points and find the heroes' equipment 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.

Resistant 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 you complete the Generous Offer quest, allowing you to 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 assassin, tasked with destroying all the believers he encounters.

Travel to Blackpit on the southeast coast of the Reaper to find that the gate is guarded by mages, blocking further progress. If Raymond gives you the authority to help the masters, you will be able to pass through the gate without any obstacles. Otherwise you will have to defeat the guards.

Behind the gate you will see a white magician interrogating a mason (a student of Hannag, required for the quest On the Ropes). After killing the master, you will lose the thread of the task, after which fiends will also appear.

On the other side of the harbor, Quartermaster Anna is guarding the entrance to the mine. Defeat her to get inside. This shaft is filled with traps and oil pipes. Use crates to block the pipes and disarm them. Or use teleportation to go through this place. If you have two teleportation pyramids, which you may have found in Dallis's hidden room on the Lady Vengeance, then leave one pyramid with one companion and the other with another. This way you can teleport as a team.

In the depths of the cave there is a Screaming One, 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 rod that you found in Fort Joy, you can use it to kill the Screamer. If not, then you need to master the source and complete the ritual in the quest “A Sharp Awakening” to learn the “Source of Vampirism” skill.

Moving forward, you will see some Battlemasters fighting the Netherfiends (at the excavation site). Defeat the fiend, after which you can convince the masters (if any of them survived) to just pass by. If that doesn't work, you'll have to kill them too. Take the key to the room nearby from one of the masters' corpses. There is a hidden stone door inside the room - you need to get close enough to see it. Behind the stone door there is a strange device that will teach you how to create a mask (requires one Origin Point).

Leave the excavation site by going to the workshop where a group of masters is located. You need to defeat them and destroy the gate (use fire skills on the oil barrels) to open the way to the Ancient Temple. Interact with the device in the Ancient Temple to get more information. The clue to the puzzle is in a book on a corpse inside the Ancient Temple. The second page will say that each God represents an element or force:

  • Ralik is earth.
  • Duna - air.
  • Tyr is blood.
  • Zorl - fire.
  • Vrogir - fire.
  • Xanthess 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. Retrieve it and return it to Riker. Touching the sarcophagus will ultimately lead to a difficult fight.

Return to Riker's mansion, go to his personal office through the hatch. Riker will sacrifice the souls of the farmers to give you more origin points (increase the origin points, but not more than three). He will then attack you, so be prepared for a fight.

If you simply give the artifact to Riker, he will give you the blueprint. The door without a keyhole can be opened using the switch near Riker, next to the mirror. Cast the See Spirits spell during the fight against Ryker to see the souls of your defenders, allowing you to instantly kill them using the source of lifesteal.

On the Ropes

Hannag, one of the masters of the source, 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 in the Black Mines location. However, when you reach him, you will find that he has already escaped, and a group of magisters have captured his family and are preparing to execute him. You can fight them or leave them alone.

Before continuing to explore the black hole, you need to overcome the guards at the gate in the form of masters. If Raymond (Order Law) 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 with enemies.

Gvidian, Hannag's student, is tied up and interrogated by the white magicians. Now you can free him, but this will cause everyone to become hostile and attack you. This is a very difficult battle, so be prepared, choose skills related to water, since there will be a lot of fire and oil fiends. After freeing Gwydian, use the waypoint to teleport to the monastery forest and report this to Hannag. Hannag will teach you the knowledge of the source, increasing your maximum supply by one point. If you already have two source points, now there will be three.

Three altars

Go to the Monastery Forest and go to coordinates X:115, Y:269, where the Lamenting Abomination character is located. When you approach it, wolves will appear and attack your squad. Kill the enemies, 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 close, fiends will attack you.

Elven Seer

  1. Sawmill - Saheila.
  2. Reaper's Coast - elf camp.

If you managed to convince the elves to let you into the ritual site, then after its completion you will be able to talk with them. You learn that Saheila has been kidnapped by the lone wolf Rust and is being held captive on the grounds of the sawmill. If you have a high level of persuasion, you can convince the elves to leave it there.

Your next goal is to go to the sawmill and get inside. Saheila is being held captive on the floor of one of the buildings. Most of the territory is well guarded by Rust's people, which means you will either have to pay handsomely 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 stay in a small room throughout the battle, you will greatly simplify your task. When the battle is over, you can free Saheila. She will ask you to escort her back to the elf camp. If you defeat the Rust people you met before, then this task should not be a problem.

Talk to Saheila as soon as you reach the camp. She will teach you how to collect additional source points.

Reward: four guaranteed items and one item from three powerful ones to choose from - depending on the character class.

Lost and Found

Reaper's Coast - Lagan

Not far from Driftwood, you will come across a fishing hut, inhabited by a character named Lagan. He will tell you that he lost his ring and 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 to its location as possible. 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 the ring.

Talk to Lagan and confirm in your conversation that you really want to return the ring to him. If your conviction is strong enough, you can convince him to give up the 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 about Saheil to all the remaining elves who live on the territory of the Reaper Coast. You can do this in this location, since the elf camp is located here.

When you appear at the camp, you will find an elf performing a mysterious ritual. If you try to get closer, a conversation with the guard will begin, which can end in two ways.

Ending 1- get permission.

If your conviction is high enough, you will be allowed to enter the ritual site. This will allow you to unlock the quests Burial Rites and The Elven Seer.

Reward: 5800 experience points.

Ending 2- you were denied entry.

If you fail to convince the elves, they will not want to listen to you. Additionally, you will be asked to leave the ground.

Reward: absent.

Funeral rites

If you have been 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 most impress the elves. These are always the top phrases in the dialog box!

Reward: the number of experience points you receive depends on how much you impressed the elves; four guaranteed items and one of four powerful ones to choose from depending on the character's class (only if the ritual ends well).

Wishful thinking

Reaper's Coast - Genie's Lamp

You will see a mysterious lamp lying on one of the beaches of the Reaper coast.

If you interact with her, a Genie will appear. It turns out that the lamp was thrown away because the Genie was acting 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 wish, and not pester you. You can choose which wish the Genie should fulfill.

Reward: 9750 experience points and the item you wish for.

Ending 2- battle with the Genie.

If you were unable to convince the Genie, he will attack your squad. The battle is not that difficult, but ends with the death of the Genie, which means no reward.

Reward: absent.

Bite

Activate the ghostly vision at the sawmill to see the ghost of an elf located near the timber. He will ask you to help him take 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! Apply the source of vampirism on him to completely destroy and absorb the source point. You can learn this skill in the quest Sharp Awakening.

Return to the spirit who gave you the quest, talk to him and complete the quest.

Reward: 25,950 experience points and a unique shield called Livewood Shield.

Enduring Spirit

Activate the ghost vision at the sawmill to find the mute spirit and learn that his name is Syrus Oates.

He was burned by the lone wolf Pigsbane, who is still alive. Now the spirit wants its killer to die. After you deal with Pigsbane (his location will be marked with a marker on the map), return to Sirus and collect the reward.

Former lovers

Use ghost vision to see the ghost of a woman named Edie Angrim located at the sawmill.

She was killed by her former lover named Firewater. And he did this in order to undergo initiation and join the ranks of the lone wolves. Now she wants to hear him say her name so she can rest in peace. Make the man say Edie's name, then return to the woman for your reward.

Forced Recruited

In the Lone Wolves camp you will meet a man named Corbin Day.

Rust Anlon forced him to come here and work for the Wolves. After you kill the Lone Wolves, talk to Corbin and tell him that he is free. Invite him to the Lady Vengeance galley.

Reward for murder

The deer spirit will ask you to find a wreath of wildflowers. Dig up the burial site of the deer and the poacher who killed it.

An eye for an eye

Cast a ghostly vision spell while at the sawmill (in the Lone Wolves headquarters) to find the master's spirit. 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 your reward.

You can receive different rewards:

  • Tell him you like the air (Pressure Spike).
  • A 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 master's ghost.

Bitters

While at the sawmill, activate a ghostly vision spell to encounter the spirit of the lizard named Black Widow (rough translation) - this is a known poisoner of the Lone Wolves.

He was tricked by Lone Wolves member Snakeroot into consuming poison. He wants her to die. You can absorb the spirit of this lizard or kill the “lone wolf” marked with a marker on the map. Ask the character about the reward if you helped the lizard.

No reason for jokes

While at the sawmill, cast a ghostly vision spell to see the spirit of Mudbarrow. He wants you to force the sleeping Lone Wolf to reveal where she hid her gold after she killed him.

Talk to the correct 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 quest, then it appears that this quest can no longer be completed. Return to the quest giver for your reward.

Reward to the finder

Use Ghost Vision at the Lone Wolves Lumber Mill.

Then talk to the paladin spirit. After you collect the mummy's head, give it to the paladin to complete the quest. The task is easy - the necessary points are marked with markers.

Dangerous to yourself and others

Northeast of the churchyard (cemetery) you will come across a healer's house. Convince him that he can trust you and tell you about his problems, allowing him to enter the house to cure the infected seeker.

Follow the healer into the basement (or hack it), where you will have two options: kill the girl or heal her. If you approach her with a character who does not have the “Scientist” tag, then there will be no opportunity to cure the girl. The only option in this case is to kill all enemies that appear in the location. However, if you approach her with a character with the Scientist tag, you can point out that she is suffering from a trephine wound. The healer will ask you not to kill her during the fight so that he can heal her. Either way, both paths will lead to the seeker, who will attack you along with four of her nightmares (Natalie's Anguish, Natalie's Fury, Natalie's Despair, and Natalie's Fear).

In the ensuing fight, you will face four monsters created by Natalie's emotions, and Natalie herself. Each enemy killed will reward you with 10,775 experience points. If you decide to cure Natalie, you will have to weaken her by lowering the health bar to the minimum level. However, as soon as you do this, all emotions will disappear! Thus, in order to get the maximum possible amount of experience points, it is recommended to kill the monsters first, and only then attack Natalie herself. Of course, if the battle seems too difficult, then ignore the monsters and attack Natalie.

After you successfully weaken the girl, a dialogue related to the operation will begin. To ensure that Natalie doesn't die during the operation, you'll need the help of a healer to hold her down, so don't start the operation right away. Select dialogue options:

  • Ask the healer to hold her.
  • Select a pair of fine tweezers and try to carefully remove the larva.
  • Slowly close the wound.

You will successfully cure Natalie and receive 13,450 experience points for your efforts. 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 merchant (remember that healing spells damage undead, Fain). After this you will complete the quest.

If the girl does not survive the operation, then you will not receive experience points and reduce your relationship with the healer to a minimum. The quest will also be completed after you simply kill the girl in battle (if characters with the “Scientist” tag did not approach her). In this case, you won’t be able to get anything other than experience for destroying each of the four monsters.

If you decide to kill her, then simply finish off all opponents.

Reward:

  • 5800 experience points for convincing a healer to send a squad into your home.
  • 10,775 experience points for killing each monster from Natalie's emotes - a total of 53,875 experience points can be gained if you decide to go the "Kill Her" route.
  • 10,775 experience points for killing each monster from Natalie's emotions and 13,450 experience points for a successful operation - for a total of 56,550 experience points if you go the "Heal her" route.
  • Gregory will be available as a healer and merchant, you will automatically receive +50 units of attitude with him, as well as one epic item of your choice (if you manage to cure the girl).

Bury the past

To start this quest, you must travel south of Driftwood to coordinates X:380, Y:274 - inside or in front of the burning house. If you start the quest in the area X:380, Y:274, you will find Gareth standing over an old friend, White Master Jonathan. After a short dialogue, you will be given the opportunity to convince Gareth (intelligence or memory check) to either free Jonathan or kill him. Regardless of the outcome, you will still be able to 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 will be able to advance the quest.

If you start the quest in Paradise Downs or find Gareth after the above line, he will want you to kill the Silent Monks as revenge. These monks are located on the farmer's house, you will have to convince the paladins to let you inside. You can do what he asks, or talk and convince him that this is not an option.

Opposites attract

In the basement of Riker's mansion you can find a rat and a turtle. If you have the Animal Friend talent, you will learn that the turtle is in love with the rat. You can use a variety of products to lure your rat to your turtle. Drag food from your inventory and throw it on the ground, forming a path of food.

Hunter of evil spirits

In a house located east of the Monastery Forest, there is a demon hunter named Jaan (the same Jaan from the original Divinity: Original Sin). Approach him to automatically receive 14,975 experience points for exploration.

Jaan will ask you to explore Blood Moon Island and kill a powerful demon called the Advocate. If you have Lowse on your team, you can allow the girl to talk to him to increase your reputation by 10 points. He will agree to help Lousa in exchange for killing the demon Lawyer. In any case, you will advance in completing the quest and earn another 7500 experience points.

It is highly recommended that you complete three other quests along with this quest, as they are all partially related by their location - "The Secret of Blood Moon Island", "The Lawyer" and "The Forgotten and Damned". Rewards and completion of quests will be listed separately.

In Jaan's house there is a book called "The Ornamented Psalter", which is necessary to complete the quest "The Forgotten and the Damned". By reading this book with a character tagged “Scientist” you can get 14,450 experience points (unless you read it with another character).

Travel to Blood Moon Island through the port in Monastery Woods or use the Ghostly Vision spell near the broken bridge next to the Altar of Wandering in Driftwood Fields. You can teleport safely using the ghost bridges that appear. In any case, after you find yourself on Blood Moon Island, talk to the Lawyer 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 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 remain on the beach - you can kill it and get 7225 experience points). Before attacking the Lawyer, deal with the pickpocket Basatana. Killing the Lawyer will give you a measly 7,225 experience points, but it drops some pretty powerful loot. You will also earn 7,225 experience points for killing the dog and 28,900 experience points for killing each of the other four characters (pickpocket Basatan, Chtiltsia, Lady Agony, Eiren Havok and the knight. Once they are all dead, be sure to search Basatan and pick up the scroll. Also clear the area of ​​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 Ancestor 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 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 quest “Secrets of Blood Moon Island”). 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 has settled in Dr. Daeva.

The above screenshot shows the entrance to the Archives. You will need a high enough level of intelligence to locate the mound and dig it out. Upon entering the Archives, you will receive 50,575 experience points. Tell Jaan that the Lawyer has been killed and you will earn 36,100 experience points. As the dialogue progresses, you will receive another 36,100 experience points, for a total of 72,200 XP. After you reveal the name of the demon Jaanu, you will officially complete the quest and receive your choice of some legendary loot. If the swami is Louse, then Jaan will try to cure her, but will ultimately fail. He will then agree to join you on the Lady of Vengeance and meet the demon later.

Reward:

  • 14,975 experience points for approaching Jaan's house.
  • 7500 experience points for agreeing to explore Blood Moon Island.
  • +10 attitude towards Lowse if you let her talk to Jaan.
  • 14,450 experience points for reading the book “The Ornamented Psalter” with a character tagged “Scholar” (the book is associated with the quest “The Forgotten and the Damned”).
  • 7225 experience points for killing a Lawyer and two dogs (for each enemy). A total of 21,675 experience points (one dog will probably be left on the beach and you will have to go to it).
  • 28,900 experience points for killing each of the Lawyer's four minions during the fight with him. A total of 115,600 experience points.
  • 50,575 experience points for entering the Archives and searching for the archivist's journal (related to the quest "Secrets of Blood Moon Island").
  • 66,200 experience points for naming the Ancestor Tree (associated with the quest "Secrets of Blood Moon Island").
  • 36,100 XP twice (for a total of 72,200 XP) for telling Jaan the demon's real name after killing the Advocate.
  • Selecting an item from the legendary category upon completion of the quest from Jaan.

Secrets of Blood Moon Island

This quest can be obtained after you learn of the Black Ring's attempt to pass through the fog of death surrounding Blood Moon Island. Once you are on this island, go to the location shown in the picture below - this is the entrance to the Archives.

Just getting inside the Archives will give you 50,575 experience points. You can also use 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 Ancestor Tree - Eleaness.

Walk forward and discover that the wall is actually an illusion, the hidden door will require 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 here that will consume one Origin 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. You could find the first two in Dallis' chambers on the Lady Death (one on the table in the chambers, and the other in the secret room).

The Ancestor Tree is located in the center of Blood Moon Island, but 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). Get close to the tree to attack enemies. It is recommended to start the “Lawyer” quest, and then kill the same masters, but for a much larger number of experience points.

If you haven't killed the Lawyer yet, he won't let you talk to the Tree, so you'll probably have to deal with the demon. Killing the demon is also part of the Evil Things Hunter quest, so it is recommended to kill it in conjunction with this quest.

Kill the Lawyer and cast a ghostly vision to speak with the Ancestor Tree. Say his name (Eleanessa) to start a serious conversation. The tree will thank you for easing its pain. You will receive 66,200 experience points for calling the name of the Ancestor Tree. Then the Tree will ask you to kill Doctor Daeva, who has been possessed by the powerful arch-demon Adramalich (this quest will launch another task, “Doctor’s Orders”).

Like many other island quests, 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 saying the real name of the Ancestor Tree.

Advocate

Travel to Blood Moon Island using the port in Monastery Woods (you'll have to pay some gold) or the Ghostly Vision spell on the destroyed bridge near the Altar of Wandering in Driftwood Fields. In the second case, a ghostly bridge will appear, which will allow you to teleport to the Blood Moon Islands. You can also use the Spread Your Wings skill to move between the supports of a place and cross it.

When you reach Blood Moon Island, talk to the demon Lawyer. It is located in the west, near the beach. He will ask you to help him destroy the forces of the Black Ring, which surrounded the nearby Ancestor Tree. By calling him the King of the Voidfiend, you will cause the appearance of monsters that attack your squad. Fortunately, the Lawyer and his allies will take your side in battle.

Note. While the Voidspawn are spawning, 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 how to master the source. You will receive one more point towards the maximum source reserve. If you already have the maximum possible three slots, then your character will receive a book with a random skill from the Lawyer instead.

Approach the Ancestor Tree, located north of here, and prepare for battle. There will be four Masters of the Black Ring, two of which will summon golems (two) to help 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 you will not receive experience points for killing it.

After all opponents are dead, a 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. The quest is effectively complete, although you can still attack the Lawyer now.

Reward:

  • One point to mastery 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 the two Masters of the Black Ring near the Ancestor 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 destroying 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

On Blood Moon Island, a shiny sculpture will appear standing in front of the demon camp. You can interact with the statue to begin this quest. This quest can be activated in another way - take the book “Taming the Sacred Fire” and read it with a character with the “Scientist” tag.

There are three sculptures on Blood Moon Island. To activate them, you will need to read a book called "Taming the Sacred Fire". This book is also called "The Decorated Psalter" (which is approximately what the title will be before you decipher the book with the character tagged "Scholar"). You can find the 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 Tree of Ancestors.

You will need a character with the "Scholar" tag who can decipher the book. After reading the book to scientists you will receive 14,450 experience points. However, before entering the vault, first go 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 Ingot to create a Silver Lever. You will need two silver levers for the second and third vaults. Silver bars 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 demon camp, three vaults are scattered. Use the hymnal to destroy the statues and enter the vault. The quests "Delusions of Grandeur" and "Bound by Pain" require you to install a special lever made from a silver bar. See below for more details.

Here you will find a green teleportation pyramid and medical notes, which will allow you to begin the missions “Delusions of Grandeur” and “Speechless”. For more detailed information, see the description of the quest “Secrets of Blood Moon Island”.

If you read the notes, you will realize that these vaults are actually inhabited by people affected by demons that the healers could not cure. Thus, these sufferers were locked away 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 except for one silver ingot. However, studying it may be required to complete the current quest.

Upon entering this vault, you will encounter a broken lever mechanism that will require 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. Cast a ghostly vision spell to see the spirit of Brother Robert located near the statue. Talk to him and pass a Persuasion check to have him open the door and ask him 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 start a conversation with him. So be careful! If you agree to release the lizard, then Rajarima will absorb the entire source of your hero and break free, which will lead to the beginning of the battle. Also be careful that after freeing and starting the battle, your opponent will throw a powerful storm of arrows, which will cause enormous 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 the dialogue, then Rajarima will not be able to steal source points from your character, and will not be able to break free. You can then shoot it with arrows or use ranged spells to safely destroy the enemy.

Ultimately, the easiest way here is to attack the lizard from above at the very beginning. Don't even bother finding the source and absorbing it, so that the lizard doesn't talk to you. Regardless of the method you choose, once the lizard dies you will earn 36,100 and 21,675 experience points for a total of 57,775 XP. This will complete the quest “Delusions of Grandeur”. Don't forget to talk to the spirit of Brother Robert, tell him about the decision and collect the reward.

This hideout is the main location in the quest Bound by Pain. 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 the 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 that this needs to be done. Be careful: the speech test requires intelligence. It looks like you'll fail even with a seven-point belief. The memory test can be passed with five points of belief.

Either way, as soon as the door opens, you'll 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 be freed, which will lead to the start of the battle. Unlike Rajarima from the second shelter, the gnome is a much weaker opponent. You won't need too much effort to destroy it, and for this you will receive 28,900 experience points.

After the gnome dies, a demon will appear and immediately attack your squad. He is slightly stronger than the Possessed Dwarf, but is still a relatively easy opponent. The danger here is that when you damage a demon, there is a chance that it will instantly turn one of your party members around and force you to fight against you (this effect manifests itself as “Demonic Invasion” and is not healed). Simply attack the possessed ally to revive or kill him. So the demon will leave the body of his comrade. Attack him, and after death you will receive 21,675 experience points.

Additionally, there is a glitch where if you supposedly deal the final, killing blow to a demon, it will disappear, placing a Demonic Invasion debuff on one of your party members, but that character doesn't actually "go crazy." In this case, the battle ends, and the debuff on your character remains until the character is dealt fatal damage, which is why the demon will suddenly appear and the battle will begin again.

An alternative, better option is to simply save the gnome from the invasion. The trick is that you can use the same character to damage the gnome, but not kill him. You will probably need to cast healing spells on the dwarf to keep him from dying. Continue until it doesn't fall anymore, 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, the same thing will happen as above. Attack the demon, and if it possesses one of your squad members, then kill it to force the enemy to show itself. 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 hideout, be sure to talk to Brother Calvin about your choice to receive your reward. If you failed to save the gnome, then Brother Calvin will most likely disappear, leaving you with nothing.

This vault is associated with the quest "The Silent One". Enter it and cast 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 hideout.

Inside, to talk to the girl, you will first have to pass a speech check with the cat (requires the Animal Friend talent) in order for her to allow you to talk to her owner. In the event that you fail the speech test, you will have no choice but to kill the cat and receive 1400 experience points. Destroy the source chains that bind the girl and talk to her, but note that if you fail the speech test, the girl will not be able to leave the dream. If each of all four characters in the party fails the speech check, then there is nothing left to do except leave the quest incomplete (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 all types of attacks.

If you pass the speech check, you will receive 14,450 experience points and will be able to teleport the girl aboard the Lady of Vengeance, where you can heal her and complete the last stage of the quest. The Silent One quest will be completed. Talk to Brother Morgan to receive a reward for your efforts.

After exploring all four vaults, the quest should automatically complete. The final entry should be “We have found and cleared all four hideouts on Blood Moon Island.”

Reward:

  • 14,450 experience points for reading the book “The Decorated Psalter” with a character tagged “Scholar”.
  • 57,775 experience points for killing the possessed lizard and completing the quest "Delusions of Grandeur".
  • 21,675 experience points for killing the demon that possessed the dwarf from the third vault, as well as 36,100 experience points if you leave the dwarf alive after completing the quest "Bound by Pain."
  • 14,450 experience points for being able to wake up the girl from the fourth shelter and completing the quest “Silent”.

Druid

Read the Archivist's Journal found in the Archives in the northeast of Blood Moon Island. This is how you learn the name of the Ancestor Tree.

At the ruins on the western side of the island (where you'll encounter some demons), cast a ghostly vision spell to see the druid's spirit. He will ask you to ease the suffering of the Ancestor Tree. The tree is located in the center of Blood Moon Island itself, but to get there you will need to defeat members of the Black Ring.

To talk to the Ancestor Tree, activate the ghostly vision spell, which will alleviate its suffering. You may also have to kill the demons that are the subjects of Luose's personal quest "Hunter of Evil Spirits".

Then the Tree will ask you to kill the doctor who is possessed by the demon (this will begin the quest “Doctor's Orders”). After freeing the Ancestor Tree, communicate with the spirit of the druid and complete the quest.

Doctor's orders

You can learn the name of the demon from the Ancestor Tree on Blood Moon Island. If you talk to Jaan, he will tell you that the doctor is currently hiding in the Arx location. Explore the wedding location in the quest “Secrets of the Dwarves” to find out that it was this doctor who sent the gnomes an explosive wedding cake as a gift.

Outside the Arx school, an 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 Isbal (quest “Secrets of the Dwarves”) or Lord Kemm (quest “Linder Kemm’s Refuge”) to receive an invitation to a meeting from the doctor.

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 it. Talk to her and she will teleport the party to the demon dimension. When you walk with the Illness, you will see candles. Smell them, make a moral choice, but even after that the health reserve will be around 11,000 HP. After you smell 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 the enemies have very strong magical armor.

When you destroy all the nurses, talk to the doctor so that he will reveal his true form for the first time. Try to use up all the source as soon as possible, since 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 Jaan locked inside. There are also a huge number of magically locked rooms that you can open with a simple master key. One of the chests contains Quinn's armor, which will give you the ability to fly.

Clue. If you throw a box of death fog at him, he will be killed instantly.

Bound by pain

To begin 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 characters with the "Scholar" tag to decipher the book "Ornamented Psalter" so that it turns into "Taming the Sacred Fire". This book can be found in several places, including the Archives in the northeast of the island and the Black Ring representatives near the Ancestor Tree.

Travel to the ancient forge in the north of Blood Moon Island to use a silver ingot to create a silver lever. 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 “Source of Vampirism” (a skill that will be learned during the quest “Sharp Awakening”).

A possessed gnome is waiting for you behind the door, who will beg you to destroy the pillars. If you do this, you will free the demon. You need to attack the gnome until he can no longer stand (when about 10% of his total HP remains), and then free him by destroying the pillar.

Note. You may have to heal the gnome during this entire process. If you kill the dwarf, the quest will automatically be completed. To avoid accidentally killing a gnome, consider using the Living on the Edge spell.

As soon as the demon is freed (can be done during the battle, but to do this, defeat the gnome), attack him. After a while, he can possess one of your companions located within a radius of eight cells (but he cannot possess 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 begin this quest, you need to get into one of the vaults sealed by the statue and located on Blood Moon Island. To open the statue, you must allow one of the characters with the "Scholar" tag to decipher the book "Ornamented Psalter" so that it turns into "Taming the Sacred Fire". This book can be found in several places, including the Archives in the northeast of the island and the Black Ring representatives near the Ancestor Tree.

Use Anthem to destroy the statue, enter the vault, and then use 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 quest “Sharp Awakening”.

Convince or kill the undead cat so that you can approach the possessed girl (to convince the girl, you need a character with high strength). You will be able to teleport her to the Lady Vengeance, 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 describes this case in detail.

To open the statue, you must allow one of the characters with the "Scholar" tag to decipher the "Ornamented Psalter" so that it turns into the book "Ornament of the Holy 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 Ancestor Tree in the center.

Go to the ancient forge in the north of the island, where you can 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 use the “Source of Vampirism” on him, which you will learn in the quest “Sharp Awakening”. Defeat the demon inside.

The underground temple, in which you need to pass tests for the “proud name of the Immaculate,” is located northwest of Silverglen, in the Valley of Sandstorms. You need to go from the Altar of Silverglen to the west, and fast to the north, passing the Immaculate checkpoint. The entrance to the dungeon is a stone skull.

After entering the test dungeon, go through the tunnel. Ahead you will see a statue that will offer you a test in the Hall of Perdition.

Note: If we didn't pass Loic's exam in Silverglen Chapel, the statue will tell you to come back later.

First test

In the hall, which is located behind the statue, everything is covered with green fumes of rot. When infected with rot, health decreases by one every second. But the ability "Teneberium" gives immunity against rot. If you have completed the "Troll's Gold" task, this test is not scary for you. On the floor you will see a dead body, after searching it you will find a letter from a member of the Magnificent Five Mendia, from which it becomes clear that Mendia wanted Loic to join their group of adventurers. However, Loic turned out to be more cunning; in return, he demanded that Mendius undergo an initiation rite into his sect. But Mendiy remained rotten in the testing room. In his suicide note, he asks that the contents of the cache near the tree stump be handed over to his mother, Gregia of Grugam, whom he loved very much.

Second test

Before entering the testing hall, the Statue will say: “Only those who can bear the burden of knowledge will see the walls of ignorance disappear before their eyes.” You have to solve some kind of riddle with the placement of cargo, the correct solution of which removes the magic from the exit from the hall. There are four buttons in the room on which you need to place the correct items. The buttons are triggered by a certain weight; when triggered, a click should appear. When placing an item on the button, the weight is shown as a percentage; if the item is selected correctly, you will see a value of 100%. If the object is heavier, the value will be more than one hundred percent, if it is lighter, less.

On one of the buttons you need to place a broken vase that stands nearby.

On the second there is a heavy barrel, which can be found by going down to the lower room.

On the third button you need to put a bucket of water. The bucket of water is in the secret room, which is located between two bookcases. A button that opens a passage into it. located on the wall to the right of the stairs.

On the quadruple button you need to put the “Book of the Immaculate 2”, which lies on the fallen bookcase in front of the secret room.

Collect things from vases and boxes in this room

Third test

After going through the door that was previously protected by a magical barrier, you will find yourself in another room. The statue of this butt will say: “Watch, watch, or the sharp-toothed shadows of failure await you.” On the left there is a row of three levers that need to be placed in the following position: the left lever is to the right, the central lever is to the right, the right lever is in the middle position. Then you need to turn the lever, which stands separately. If the levers are placed incorrectly, the Shadow of Misfortune monster will appear.

If the levers are installed correctly, the passage will open further. Enter the door and go south. You will see a bedroom where there are many books Immaculate, chickens are running around further. If you talk to one of them, she will ask you not to kill her. Since you are not infected, there is no point in killing the poor animal. There is a star stone in the circle, which activates when you approach it. Take the inert stone.

Next, near the altar, stands Loic, who will order to kill the chicken, sprinkle its blood on the star stone and be healed. But then he will see that you don’t need healing, that you don’t have the blessing of the blood. He will order to kill a chicken, sprinkle it with blood... and he will run away, and will return soon. But he will return with his assistants to punish us. A fight will ensue. After the victory, take the Amulet of the Immaculate and the keys to the hatch in the chapel and to the temple of portals in the Woods of Luculla.

is a side quest in the game that asks you to go through all the seasons and find an unknown elven building, which will be surrounded by four strange statues.

Passing the quest

First of all, we will need to find the necessary clearing in which the brazier will be located, surrounded by four statues. For convenience, we suggest using the coordinates: X: 448, Y: 343. In order to receive the quest, we need to interact with the brazier and accept the task. As a result, we need to attack all four statues using different elements.

Each statue has its own name:

  • Hero of Winter;
  • Hero of Autumn;
  • Hero of Summer;
  • Hero of spring.

Each will require its own individual approach. It is strongly recommended to attack the Hero of Winter with the spell “Cold Explosion” or “Destructive Hail”. a combination of “Rain” and “General Cooling” will also work.

The Hero of Autumn will be attacked by casting a fire spell on water. After this, you need to electrify the resulting cloud using the “Electric Discharge” skill. You can also use similar skills that can be created using . An alternative option is to use an electric boom.

To attack the Hero of Summer, you must use the Laser Beam ability. Another option is to use a fire slug. This is necessary so that he can use the aforementioned spell. If your character does not have one, then summoning a slug is the only possible option.

The Hero of Spring will be attacked using the Blood Rain skill. You can also use the elf racial ability called Flesh Sacrifice.

Immediately after the very last statue is attacked, four challengers will appear in front of your character, with whom you must fight. Each of them reflects the seasons in Divinity Original Sin 2. In addition, it is endowed with its own immunity, which had its own individual element. If your character is developed at the same level as the statues, that is, level 14, you will still have a rather difficult time. Therefore, superiority in development will not play a big role.

After you defeat each of the opponents, you will receive congratulations on your victory from the brazier. As a reward, you will find a chest containing an artifact and a phoenix heart.

Note: You will need this to unlock a new ability called Flames. To do this, just eat this heart in front of the elf.

This way you will complete the Seasons quest in Divinity Original Sin 2.

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