Divinity original sin 2 path of blood walkthrough. The fall of the hammer. Reaper's Coast - Harnessing the Power of the Source

The "Anathema" achievement in Divinity: Original Sin 2 is unlocked by finding and recovering the legendary sword in the quest "A Family Affair", which begins by meeting Tarkin at the cemetery gate east of Driftwood at (coordinates: X: 550, Y: 179), where the main character comes to after and. Tarkin will tell you about an object of incredible power that once belonged to the ancient Surrey clan. The scientist is not well suited for the role of an adventurer, so he will ask you to find and get the Anathema from the family crypt of the founders of the cemetery. Joanna Surrey's grave located in the southern part of Pogost and marked on the map with a yellow flag (coordinates: X: 550, Y: 100).

If Tarkin does not appear at the cemetery gates in the Churchyard, you should update the game. The bug was fixed in the third major patch.

First part of Anathema

The door to the tomb is locked with a complex lock that can be opened with a key or broken into. Shadow Tomb Key Joanna Surrey's grave is kept by Kwann. The Tomb Raider is located in the crypt in the central alley, guarded by the dog Andras (coordinates: X: 552, Y: 138). At the sight of strangers, he will desperately defend his master's territory. Then we pull the lever at the entrance to the crypt and go down into the tomb. We rob the petrified Kwanna or first cast a “Blessing” and in a conversation convince her to give up the note and the key. The note contains the correct combination to solve the ghost panels puzzle. If persuasion doesn't work, it will all end in battle. Kwanna can summon fire skeletons and has resistance to air and fire - 80%, earth - 60%, and water - 20%. Having achieved our goal, we go to the grave of Joanna Surrey, open the lock and enter the tomb.

In the first room on the wall we find two square buttons. Both are located at different ends of the hall next to piles of skulls. With high “Perception” they automatically appear at a close distance from the squad. Once activated, a secret door to the white sarcophagus in the second room will open. We go straight into the third room, leave some heavy object on the push panel and return to the second room. When the gas starts flowing, activate “ ” on the wall click on three panels in the following order: 2 , 1 , 3 . After entering the correct combination, the sarcophagus will move to the side and reveal a hatch. We go down to the treasury. We examine the piles of gold, take the money and talk with the spirit of Joanna Surrey. The anathema will be divided into two parts - handle And blade. From the sarcophagus take the handle and return to Tarkin to the main gate of the cemetery. There is no great need to fight the revived “jade” guards; you can simply escape by climbing the stairs.

Second part of Anathema

Tarkin will send for the second part of Anathema to Blood Moon Island, located north of Driftwood. A yellow flag labeled “Archive” will appear on the map. We get to the invisible bridge, turn on “Ghostly Vision”, select a character with the teleportation skill, for example, for a warrior it could be “Phoenix Leap”, for a robber “Tactical Withdrawal”. "Ghostly Vision" lasts for 10 turns, the time counter is indicated next to the character's portrait. We move to the other side, at the entrance we talk with the Corrupted Pilgrim, who will ask you to visit his master (). We run towards the altar of displacement in the eastern part of Blood Moon Island. We use fast travel and collect all the companions here at the altar, so as not to jump over the bridge with each character. We approach the ruins, inspect the area, to see the entrance to the archive you need to have a developed “Perception” of 22 units. Drauden helps increase “Perception” by 2 units. Entrance to the Archive, which can be found in the house of Master Siva in Driftwood or in the cemetery. We come close to the arch in the wall to discover a secret passage. The door will be highlighted in a yellowish color. We go into the room and from the sarcophagus we take the second part of the Anathema. We take the blade to Tarkin on the “Mistress Vengeance”. The scientist is waiting for a gift right next to the altar boat to quickly move around the locations. He will be delighted with the find and immediately get to work. He will ignore all questions about Anathema until the 4th act of the game.

Anathema Restored

In Arks we reach the masters' barracks, in the kitchen behind the boxes we find a hatch. The correct code for the lock is indicated on the sign in the barracks. If your hacking skill is well developed, you can simply pick the lock. We go down the hatch, in the corridor on the left side of the wall we find a button (high “Perception” is required), then we break open the second hatch and find ourselves in the masters’ library. On the lower level, we select a note from the table and find out Tarkin’s secret (coordinates: X: 150, Y: 50). When encountered in the quest “The King's Rebirth”, the wizard will give Anathema. You should save your most powerful two-handed weapon until the battle with the Doctor and the Finale, since it is impossible to repair a broken Anathema.

One of the main advantages of the recently released creation of Larian Studios is the presence in it of a large number of a wide variety of additional tasks, and most of them are exciting adventures, and not banal “come and fetch” tasks. Some of them are intertwined with the main storyline, while others can be easily skipped if you want to concentrate all your attention on the main story. However, some of these missions are very difficult to complete, so we decided to write a detailed walkthrough of side quests in Divinity: Original Sin 2.

Let us add that if you are interested in completing personal quests for companions, then we advise you to read the corresponding guide. It describes the completion of all companion tasks.

Fort Joy

Extortion

Once in a place called the ghetto of Fort “Joy”, we pay attention to 3 characters who are quietly talking to each other. We intervene in their conversation and find out that an elf named Elodie was late with the payment that each resident is required to pay to the overseer on a monthly basis. For this reason, he sent his henchmen to the girl to take money from her. Here we will find ourselves at a crossroads, since we will be able to choose several ways to complete this quest at once.

We decide to support Elodie

If we decide to help the girl, the warden's soldiers will attack our group. At first they will try to damage the elf, and therefore they should act as quickly as possible. Before entering into dialogue with the thugs, we approach them at a minimum distance - this will help us attack them at the beginning of the battle.

After defeating the warden's henchmen, Elodie will decide to take us to the Cave, where we can learn many interesting facts about this place. When the conversation stops, we will receive a severed head as a reward. If there is an elf in the party, you can use his talent “Corpse Eater” to enrich your skills.

Prize: severed head and 480 experience points. In addition, you can go deeper into the cave and find a few more useful things there.

We decide to kill Elodie

We can help the thugs extract money from the elf. This young lady is quite dangerous, but she is unlikely to become a significant threat to us. In addition, she will first try to kill the warden's people.

Prize: 240 experience points per battle. You won’t be able to get anything else, so the first option is still preferable.

We decide to stay away

We start a conversation, but then decide to choose a neutral side. In this case, Elodie will be able to negotiate with the bandits and escape. In the future, we will be able to meet her in the Caves, but she will not talk to us.

Prize: No.

We ignore the task

We can completely ignore the conversation of passers-by and continue to carry out the main storyline. In this case, after a certain period of time, we will be able to find the elf’s corpse in the place where she usually lives. Of course, it will no longer be possible to complete the task after this.

Prize: No.

Mother's nightmare

Near the gates of Fort Joy we meet Farah, who is trying to find the child. We ask her if she needs our help. She will thank us and give her daughter’s doll to make it easier for us to find her.

Not far from her we talk with Jet, who will tell us that the woman really needs help, but not with finding her daughter. The fact is that she lost her mind after losing her child. Erma, according to him, went to another world a long time ago and has never been to the fortress.

We head to Farah and tell her that Erma died. The woman will understand that we were talking with Jet and will say that he is lying. The task will be completed.

Prize: 480 experience points.

Geist killer

Near the entrance to Fort “Joy” on the protective wall we speak with Master Arnika. She will ask us if we have recently met Migo, her companion. Then she will ask you to find him, and will also advise you not to return to her without information about Migo. We will have two choices.


Killing Migo

We go in search of Migo and find him on the beach near the fort in a pool of blood. We learn that he has become a terrible monster devouring human bodies. He will not attack us until we decide to talk to him.

Migo is a very dangerous enemy, who is not only capable of inflicting considerable damage in close combat, but also using area-of-effect skills. The fight with him used up most of our supply of healing potions, but in the end we defeated him. The helmet and ring fell off the monster.

We take the ring and take it to Arnika. We can lie to her or say that it was we who dealt with Migo. In any case, we will need to show her the jewelry (we put it on the protagonist). After the dialogue, the quest will go to the completed section.

Prize: 300 experience points and a helmet.

Family reunion

This choice becomes available only if one of the companions has an Arnica flower. It can be found in the ruins near the turret, where, according to the plot, we must encounter Master Boris. We stand facing the tower, and then turn right and go into the ruins. Don't forget to press the Alt key to highlight all nearby objects.

Next we talk to Migo, give him the flower. The monster will get confused and give us the ring. We return to Arnika and tell her where her companion is now. We show her the ring and receive a reward. The girl will then go to the beach.

We follow the master, and then talk to her again, but on the beach area. She will give us a key designed to open one of the doors in the fort. This will complete the task.

Prize: 600 experience points and a master's key.

Captive Elf


We talk with Saheila, believing that she was able to withstand the meeting with Loshe. As a result, we find out that this young lady is able to see the future. We believe in her gift to open a dialogue in which you can ask her how to escape from the fort. She will tell us that to escape we need to talk to Amiro - this is her elf friend. It used to live in the Caves, but was recently discovered by Griff, the commander of the camp. We agree to find her friend and receive an additional hint - a lizard is connected with this.

We head to the camp kitchen and find out that Griff has sent the elf to jail. When you try to chat with the elf, Griff will join the conversation. If we decide to bring him goods that Amirault may have stolen, the commander will give us the opportunity to talk with the “long-eared one.” The elf will tell us that he did not steal anything, but was simply going to escape from Fort Joy. He will promise to demonstrate the path to freedom if we help him get out of his cage. Amiro will also say that the real criminal who stole the materials coughs all the time.

Return of materials

To find stolen things, we head to the Caves. Having reached them, we turn west and find a small cape with a fishermen’s camp.

We learn that the theft was committed by a lizard called Stingtail. To return materials, you need a character who has well-leveled persuasion, and therefore you should not start a conversation without the necessary characteristics. A character with a high agility parameter is also suitable.

Note: If you have the Red Prince in your party, let him talk to the dreamer. This will advance the satellite's personal mission.

So, we wake up the lizard from sleep and ask him what he knows about the supplies stolen from the kitchen. We continue the conversation until the persuasion option arises. We can also take an interest in this character and use dexterity to return all the stolen materials.

Prize: 240 experience points.

We will now have the following options to choose from:

  • We return the supplies, betray the lizard and help kill it.
  • We return supplies, talk about the lizard, but do not help in killing it.
  • We return supplies and protect the lizard.
  • We keep all the items for ourselves.

When talking with Griff, we tell him that we were able to find the stolen items. If we decide to return them to the commandant, he will immediately take the things and ask us who the real thief was. We decide to tell him the truth so that he will let the elf go. We speak with Amiro and find out where the secret exit from Fort Joy is. He will also ask us to take the amulet and give it to Saheila. We agree and receive a new quest, which can only be completed in the next chapter.

Prize: 840 experience points. Griff decides to send his people to kill the lizard. You can help them and get some gold coins for it.

If we deal with Stingtail, we won’t be able to complete two missions at once. This NPC is needed to continue the personal quests of the companions - the Red Prince and Sebilla. The latter, by the way, can be found next to the lizard’s camp. You must definitely talk to them about them to complete these quests.

Prize: 840 experience points and 50 gold units.

Saving the lizard

We talk with Griff and tell him that we were able to find the plant. We give it to the commandant, but do not reveal to him the name of the thief. After this, Griff will decide to take the main character into custody and as a result, a new battle will begin.

We place our fighters on the balcony above the opponents to receive a bonus to damage and the opportunity to deal with the enemy archer. We defeat all opponents, take the key from the commander’s corpse and free the elf. Amiro will tell us about a hidden passage and give us an amulet that will need to be given to the clairvoyant.

Prize: 840 experience points

We leave everything to ourselves

We decide to keep all the supplies for ourselves. In this case, the commandant will immediately attack us. We defeat him and free the elf. However, then the reward will be less than if we decided to hand over the lizard.

Prize: 840 experience points

Teleport

Note: Do not skip this quest under any circumstances, as you will be given the Teleportation ability as a reward for completing it.

  1. Gavin is here
  2. Here you can find teleportation gloves.
  3. There is an entrance leading to the detention cells.
  4. Harbor


While exploring the Ford Joy ghetto, we will be approached by a mysterious stranger who will ask us if we came here alone. We say yes, even if our satellites are nearby. If you choose another option, the quest will not be completed. However, you can cheat a little and take another character, and then talk to him again and answer his question positively.

Believing that we agree to “leave” our team, Gavin will reveal to us his brilliant plan, for the implementation of which he will need our help. Low-level characters will find this task extremely difficult, so you should complete it when you reach at least level 4.

What is our help? It will be necessary to obtain a powerful artifact that makes it possible to teleport over significant distances. You can find teleportation gloves on the beach, which is guarded by 3 evil crocodiles. If you have well-leveled characters, there will be no problems with them, but you still need to be careful about their slowing effects, because during an attack, a crocodile can slow down two or more party members, so we place the characters far from each other.

We pay special attention to the crocodile, which has a magical barrier. It is we who are wearing teleportation gloves, allowing him to instantly move to our fighters. We dodge his fiery blows and try not to accumulate negative statuses.

After defeating the monsters, we take the gloves and return to Gavin. To start the desired conversation, equip the artifact on the hero and send him to the desired NPC. Gavin will be glad that we were able to get the bracers and ask us to help him escape. We follow him to a location called “Secret Alcove”. Two choices will appear here.

Teleport Gavin to the beach

We teleport Gavin to an open place on the beach. However, once he is in the right place, you will know that he will not be able to help us get out of our current place.

Prize: 960 experience points and teleportation gloves

Teleport Gavin to the rocks

In this case, Gavin will be able to reach the harbor. First, teleport him to a rock located slightly below the final destination. Next, Gavin will teleport you to his place and ask you to move him to the next rock. Then he'll just leave.

Note: this method will give us the opportunity to go into the caves located under the island and which are home to the queen of fire slugs. At one time she did business with Brakk himself.

Prize: 960 experience points and teleportation gloves.

What happened to Gavin?

After teleportation, the task will be completed, but if you want to find out what happened to Gavin, you can go after him using the gloves. You just need to move all group members to the desired point, and then transfer the artifact to another to teleport the last party member.

If you can follow this character, you will find out that the masters dealt with him, and such an outcome awaits the boy in any case.

Withermoor Soul Jug

In the Caves we can meet a child whose name is Modi. Finding him is quite easy, since he constantly plays near the entrance to the Caves. After talking with him, we agree to play hide and seek.


During the first game we look for a boy on a wooden pedestal. He will praise us for our attentiveness, and then ask us to play again. We agree again and look for him in a niche next to the entrance. After this, Modi will want to introduce us to his friend. Be sure to stock up on a shovel (or a lizard), otherwise you won’t be able to complete the quest.

The child will run into a small cave and invite us to dig in the ground to find a hatch. We find an embankment and use the lizard’s claws or a shovel on it. As a result, we find the hatch.

Conversation with Lord Withermoor

A hole in the floor will lead us to the Forgotten Cell. We find a child next to a large statue. The boy will tell us that this is his best friend. We approach the statue and begin a conversation with it. We learn that Lord Withermoor became a stone statue more than a thousand years ago. He will ask us to find King Brakk's spear in the chest, which will allow him to move again.

We can get the spear or destroy it. When you select the first option, it will appear in our inventory. In any case, the lord will cease to be a statue, but he still will not be able to walk. There is something else that prevents him from moving. He will ask us to find his soul and free it from captivity.

Before leaving the location, we talk to the boy again. Then we inform him that he must somehow thank us for helping his friend. He will indicate on the map where his most valuable treasure is located.

We enter the fort

After leaving the Caves, we head to the Sanctuary of the Seven, which Withermoor mentioned. We interact with him and notice a new dialogue option. Our hero will pull the lever located behind the statue and opening a passage slightly ahead.

Then we go down. There are no opponents here, but there are many chests where treasures may lie. Next we reach the nearest door, not far from which a shrine will be depicted. We can break down the door if one of the characters has the Stealth skill of level 2.

You can also get to this location by completing the “Captured Elf” quest. After being freed, Amir will tell us about a hidden passage. To use it, you just need to dig through the ground with a shovel or the claws of a lizard. After passing through the passage, we will find ourselves in one of the detention cells of Fort Joy.

We go to the end of the corridor and fight with several masters. If the wounded master survives, we will be able to spare him. Next, we need a key that opens access to the upper level of the fort. It lies right on the floor in the same room. Hold down the Alt key to make searching easier.

Finding jars of souls


Once in the fort prison, we use the secret handle, which is shown in the picture above. As a result, we open the path leading to the “Ancient Passage”.

Along the way we will come across a couple of poisonous traps. They can be neutralized using a special tool. In its absence, we first go through one trap, wait until the negative status disappears, and then go through the second trap. Don’t forget to heal all party members later. You can also get rid of poison using the Pyromancy ability.

Then we enter a large room, in the center of which there are 5 jugs. One of them contains Withermoor's soul. We go to the sarcophagus standing nearby. We do not touch the jugs under any circumstances.

Above the room we find a statue of Braccus, available for interaction. If the hero has a low Perception parameter (or lacks the Loremaster skill), then he will simply express his opinion about the statue. Otherwise, a list of dialogue options will appear and by selecting any of them we will be able to receive Brakk's leggings.

The screenshot below shows a jug that must be touched to complete this quest. Under all the jugs is a plaque with Withermoor's name. We need the one that says: Withermoore the Supplicant.

When you click on the wrong jugs, new opponents will appear in the location. We can call them if necessary to gain additional experience. After interacting with the desired jug, a dialogue window will appear. By selecting the action option, we will start a conversation within the group to decide what to do with the jug.

Destroying the jug

The energy will be released from the jug, as a result of which Withermoor will finally be able to find long-awaited peace.

Prize: 1400 experience points

Suck the energy

We select one of the characters and interact with the jug to suck all the energy out of it. This option will only be available after completing the mission "The Collar".

Prize: one Source Point.

Looking for Emmy

To start this quest, we will need a character in the group who has the Animal Friend talent. Such satellites, for example, include Ifan ben Mezda. Then we head to the Caves and near the entrance we find a dog whose name is Druzhok. We talk with him and find out that the guards captured his friend, Emmy. We agree to help the four-legged one and take the key next to the wreckage of a sea vessel, which the dog will point out to us.


  1. Location Druzhka
  2. Finding the entrance leading to the fort's prison
  3. Finding the entrance leading to the detention cells

Emmy can be found in the prison of Fort Joy - she will be sitting in the kennel. We can get there in two ways.

Using the secret entrance in Fort Joy

We find a passage to the prison not far from the gate, which is guarded by Master Borriss and his minions. Those who have not been here before will have to get the key to open the gate - for this we defeat the guards. We find the key on the dead body of the master.

We go to the fort through the Caves

This method becomes available only after completing the “Teleport” task. We head to the “Secret Alcove” and move the entire party to the shore. Next we go to the prison, passing through the passage into the cave. Here we come across the Master Houndmaster beating one of the masters (most likely, he betrayed them). We talk with the villain, and then engage in battle with him.

We do not place members of our party near the entrance to the chamber, since there are barrels of oil nearby that your enemies can blow up. During the battle, we try not to let Delorus die, since in this case he will tell us the password, thanks to which we will be able to avoid the battle with two dangerous masters. Having defeated all the enemies, we take the key to the prison, lying on the nearest chair.

Emmy is saved

Having entered the prison, we go straight to the kennel’s premises. You can recognize this place by the 4 dogs walking here. We open the room with the key found at Druzhka’s hint. After entering the room, a conversation begins with the character who was chatting earlier with Druzhok. We mention the name of the friendly dog ​​in the conversation and say that he wants to bring Emmy home. In this case, the dogs will not attack us. One of the dogs, by the way, is that same Emmy.

Prize: 2200 experience points.

Emmy can't be saved

If you don’t mention Druzhka’s name, the dogs will instantly attack us. In this case, special attention must be paid to animals with crossbows, which cause enormous damage. We use the door as an obstacle for opponents.

Having completed the battle, we go to the bedroom and find a couple of valuable things, including the hound's crossbow.

Prize: 120 experience points per battle.

We return to Druzhku and inform him about Emmy’s death. Of course, we will not receive any reward for this and very few experience points will be awarded.

Cornered

This task can be completed in two ways. In the first of them, we will need to talk to at least one seeker located in the sanctuary of Amadia. From him we find out that Gareth, their leader, went to look for a weapon that could help them escape from Fort Joy, but he still has not returned. We agree to help them find Gareth.


  1. Location of the Sanctuary of Amadia
  2. Location of Gareth

We look for Gareth in the Old Ruins - he will fight with several masters. If we have not previously talked with his companions, then the task starts with finding the location of this NPC. We follow the path along the wall so as not to collide with the Shriker (Screamer). Then we go inside and begin a conversation with the masters. If we have a companion with a well-developed persuasion skill, we can convince them to leave by pretending to be a secret master. Next, we continue to move forward and encounter Gareth, who is fighting a group of enemies. The quest can end in one of three endings.

Saving Gareth

We help Gareth in the battle with the masters and do not let him die during the battle. Then we talk to him. He will say that he can help us remove the collars, and will mention his plan to escape from the fort using the masters' boat. In the latter case, you will need a weapon capable of causing damage to Alexander. As a result, the mission “Call to Arms” will open.

Prize: 1800 experience points.

Kill Gareth

We take the side of the masters and easily kill the boy. However, if he dies, we will not be able to complete the “Call to Arms” quest.

Prize: 2240 experience points.

Letting Gareth die

We simply take no action and allow Gareth to die at the hands of the masters. In this case, the “Call to Arms” mission will be blocked and we will not receive any experience.

Prize: No.

Not a child's game

While in the prison of Fort Joy, you can stumble upon the masters of Goa and Karin, who caught Khan when he tried to pick the lock. If we were unable to save Delorus’s life earlier and, therefore, we did not find out the secret password, then in this case we cannot do without a fight. Having defeated the masters, we talk with Khan. He will tell you that he climbed here in search of a friend whose name is Verdas. To express his gratitude to us, he will offer to use his boat and leave the fort ghetto.

As a result, Khan will be able to reach the coast, located not far from the Sanctuary of Amadia, where other seekers live. They can tell us an interesting plan to escape from the fort related to the theft of the masters' ship.

King Brakk's Treasury

There are two ways to run this task. The first of them involves reading the journal, which we can find next to Magilla's corpse. The second method involves finding a hidden passage leading straight to the shelter.


Entering the cave, we immediately encounter Trompdoy, who will begin to mock us, but we will not be able to do anything to him. When the dialogue is completed, we approach the 3rd boxes. Behind them is a bridge that can only be seen if you get very close to it. We cross the bridge and find ourselves in a dead end. At the end we find a reptile helping to get to the ledge. Under no circumstances should we pass between two ledges, since in this case we will need to engage in battle with other copies of Trompdoy. They will use area attacks and our team, standing in a small corridor, will become an excellent target for them.

We head straight to the room with the statue located in the center. We can move on by giving two correct answers to the questions asked by the stone figure. The answers can be found.

After talking with the statue, we go through the opened door. Here we will again have to fight Trompdoy. The battle with him will end only after defeating the real version of the enemy. However, it does not stand out from the copies in any way. However, the true Trompdoy will attack you among the first wave, and therefore it is worth concentrating your attention on it.

We finish the battle and head to the storage room, where there are jugs of souls. We find the one in which Trompdoy’s soul is hidden and after a short conversation we decide what to do with it.

Destroying the jug

As a result, we will release the energy that was locked in the vessel, and thereby free Trompdoy.

Prize: 4200 experience points.

Absorbing energy

We interact with one of the heroes with the jug, drinking all the energy. This action will become available to us only after completing the “Collar” task.

Prize: one Source Point.

Healing touch

While in the Sanctuary of Amadia, we will be able to meet several seekers in serious condition. A short period of time will be allotted for their healing. If we do not have time to cure them within the prescribed period, they will die. You can heal the poor fellows using various spells. When all 3 wounded are cured, you can count on a valuable item from Simone.

Prize: 300 experience points and one of the artifacts to choose from if all seekers are healed.

Armory

  1. The location of the passage leading to the ruined ruins.
  2. Location of the passage leading to the madmen's enclave.

When visiting the Old Ruins, we can find a gate that leads straight to the Shattered Ruins. In this location we find a master who is on the verge of death. We talk to him and find out where exactly we ended up.

Our main target will be located right outside the gate. Pull the lever near the master to open the barrier. The lever will be cursed, so first we use a blessing spell on it. Then we open the gate and go inside.

Here we find a chest that can only be opened if we have King Brakk’s ring or one Source Point. In the absence of these things, we head to Brakk's treasury, located in the enclave of madmen. The quest will end after we get a very valuable item from the chest.

Prize: 1800 experience points and Shrine of Braccus Rex.

Flaming Pigs

  1. Location of flaming pigs
  2. Feder's location
  3. Location of the Sanctuary of Amadia

While exploring the island, we may come across an area where several traps are placed and burnt pigs lie. We use the “Blessing” spell on all pigs located in the location. After healing the first pig you will have to fight a little.

Having healed the poor animals, we head to the beach where the dragon lives. There we find another pig - Federa. We talk with her and find out that she used to be a human. We go to the Sanctuary of Amadia.

We talk to her again, having reached the sanctuary. We suggest Federa go to the healing place located next to the statue of Amadia. As a result, she will become human again and will be able to offer us many interesting things for sale.

Prize: 3600 experience points.

Sourceless Dragon

  1. Location of Slane
  2. Location of the passage leading to the skull cave

On the territory of the labyrinth we find a beach that is covered with ice. Here lives a dragon, imprisoned in a cage. We destroy the totems located around the magical creature and begin a conversation with it. The dragon's name is Slaine and he was locked here by the terrible witch Radek. Only her purifying rod can help him break the spell. We agree to find the artifact and free Slaine.

Radek can be found in the skull cave, which is located next to the beach, and therefore it will be quite easy to find her, but going through the cave will be much more difficult, since there are traps at every step. In the absence of a special tool, we will have to personally experience all the negative statuses from traps. At the very end of the dungeon we meet the witch. She will not agree with our arguments, and therefore a battle with her cannot be avoided.

Having defeated the sorceress, we search her body and find the rod. We return to Slaine and choose one of two endings.

Give the rod to the dragon

In this case, the magical beast will break the spell restraining it. He will promise that he will help us in a moment of terrible danger.

Prize: 4 good artifacts and a few more to choose from (depending on the hero’s class).

We refuse to give the dragon the rod

Then we have to fight with the reptile. The battle will be very difficult and bloody, so we advise you to prepare for it in advance.

Prize: a large number of experience points

A fate worse than death

The task starts after hitting the tower located at the end of the gargoyle's labyrinth. Here we will meet 3 talking dead people.

During a conversation with the undead, we find out that all three are separated from reality. We can agree with their point of view or prove them wrong. However, here we need to choose our words carefully, because if an argument starts, the undead will attack us. In the latter case, we move away from the enemies as quickly as possible, since it is completely impossible to kill them.

The main goal of the quest is to find the vessels of the souls of three walking dead. They can be found in the vault, which is opened when completing the mission “Treasury of King Brakk”. The jugs are shown in the image below.

Destroying blood vessels

In this case, the dead will be able to find eternal peace.

Prize: a large number of experience points.

Absorbing energy

We suck out the energy of the vessels with one of the characters. This option will only be available after completing the “Collar” task.

Prize: one Source Point for each jug.

Gargoyle Labyrinth

At the entrance to the Sanctuary of Amadia we will find a tower with an entrance to the labyrinth. This quest starts immediately after we open the door that leads to this location.

There are dozens of traps placed throughout the entire labyrinth, and to open the doors you will have to use them, which can be found on hidden altars and after using portals. If you don't want to waste time looking for skulls, you can navigate the maze using teleportation.

The most convenient and safe route through the source room is shown in the image below. At the entrance, the gargoyle will set the dead on us, using fire attacks. In this battle, it is worth using the “Blessing” spell, which turns a simple flame into a sacred one, causing increased damage to the undead. Having won the battle, we head to the Historian and free him from the curse. To do this, you need to use a blessing on a pool filled with blood (created by the “Bloody Rain” spell).

The road to the tower leads through the door located under the gargoyle. The quest will be considered completed when your heroes step onto the stairs leading to the tower.

Important: If you have already completed the quest related to Brakk's treasury and you have his ring, then you can show it to the gargoyles. In this case, the statue recognizes its owner in you and immediately teleports you to the tower.

Eternal admirer

While in the Sanctuary of Amadia, we talk with Graziana. She will ask us to get a vessel with her soul. We agree and head to the treasury of King Brakk, which we managed to find earlier. The required jug is marked in the image below. When we take it in our hands, we will immediately understand that it contains the soul of Graziana.

We return to the girl and hand over the jug. She will tell us the story of her life and in the end the task will be considered completed.

Prize: 2 valuable items and 4 more to choose from (you should choose depending on the classes of your heroes.

Fort Joy Arena

Here we will need to deal with all the enemies in the arena, and at least one team member must remain on his feet. We talk with the character standing not far from the arena to start the task.

We get to the arena using the hatch located in the camp kitchen. We search at the following coordinates: X: 215 Y: 131. Then we talk with the organizer of the battles and defeat all opponents. After victory, we choose our reward.

All members of our group will be automatically cured if at least one of them survives. We don’t waste resurrection scrolls, knowing that we can win even with an incomplete team. This guide discusses in detail the passage of the Arena of the One.

After completing the quest, we head to Nebora. She will be able to remove the collar from the main character when she finds out that he was able to become the champion of the arena.

Reaper's Coast - Harnessing the Power of the Source

They won't pass

Once on the coast of the Reaper, we talk with a child calling himself Barin - he is on a broken bridge. You can also start this quest by talking to Mary, the guardian of the bridge.


We go to the house of the bridge defender (we pass through the paladin castle and the cemetery) to deal with the monsters there. To open the gate we will need master keys and well-pumped hacking skills.

If Mary survives the battle, she will give us a reward. In her house we can also find a key that opens Mary's hatch.

Plundered Caravan

We can take this task after finding a caravan of masters located near the starting point of the location. We enter into dialogue with the boy and the gnomes who have gone crazy and find out that the fiends of the void grabbed the magician and took him to the Wrecker Cave dungeon.

Then we talk to Raymond, who is in Driftwood, and then we tell Julian, the local master, about what happened.

Hide and seek

While in Driftwood, we talk with two kids who are playing next to the docks - Harietta and Ben. We find out that their best friend tried to swim to Fort Joy, but then disappeared. They are worried about him and want to know what happened to him.

We go to the point at the following coordinates (X: 450, Y: - 46) and find on the beach (located next to the starting point of the location) a shark that has washed ashore. We talk to her and find out that she doesn’t want to be in the water again, as some monsters live in it. We kill her, and then search the corpse and find someone’s leg. We let the elf eat it to find out that it belonged to Joe.

Note: If there are no elves in your party, then you can choose Fain, put a mask of transformation on him and make him an elf. As a result, he will be able to view the memories of deceased people.

We return to the kids and tell them what happened to their friend. As a result, the task will move to the completed section.

Prize: 3000 experience points if we find out the boy's fate.

When to count chickens

We discover a chicken coop on the coast of the Reaper, in which several chickens live. If there is a character in the group with the “Friend of Animals” talent, we speak with one of the chickens (Big Marge). She will tell us that someone stole their eggs and ask us to find these items that are priceless to them.

We head to the point indicated on the map and located slightly north of the chicken coop, and then we deal with all the fiends of the Void. Almost all the eggs will be spoiled, but one of them still survived - it is located on the edge of the shore. We pick it up and return to the chickens.

Big Marge will tell us where to find the treasure. To do this, you need to go to the back of the chicken coop and dig out the chest.

Then we return to the chicken coop a little later (after completing two or three quests) and find the black chicken Squeak in it. We see that he killed all the chickens, but at the same time he treats us quite friendly. Moreover, he will begin to follow us just like the black cat in the previous location.

We use ghostly vision to make the spirit of Big Marge appear. She will ask us to find the chicken's father. We head to the point indicated on the map (X: 437, Y: 304) and find there the Magic Rooster, Papa Squeak.

He will tell us that it is necessary to deal with Squeak, since he is a common killer. We can agree to kill the chicken or refuse to kill it. In any case, we will have to fight him, as he will turn into an evil monster and summon a dozen deadly chicks. After winning, a chest will appear near the Magic Rooster, in which you can find several epic and legendary items.

Prize: 5000 experience points and some good stuff.

Scientist Grebb

Once in the Driftwood fishing area, we find a scientist named Grebb studying fish that are infected with the Void. We agree to eat 3 fish for the sake of experiment.

He will offer to eat brown, yellow or red fish. After this, the character will receive the “poisoned” status for several turns. But the researcher will give us a mixture of herbs depending on the fish we eat. He will also advise us to mix the resulting plants with poisoned fish to enhance the effects of the potions.

One party member can only eat one fish, meaning you will need 3 characters to eat all the fish. When talking to the scientist, the last hero who has not eaten anything will automatically complete the quest and you will receive a small amount of experience points.

Note: Even hired companions can participate in this quest if you do not have a full party.

Losses in the ledger

In the Driftwood tavern we can stumble upon a man named Garvan. He will ask you to investigate a case related to missing supplies that were supposed to come along a trade route located in the western part of this area. We head to the indicated point and find a troll there guarding the bridge. We can send him to another world or help him by completing the “Business Competitors” task.

We follow the trail of blood and meet a group of gnomes and their beast named Pasha. We can tell Garvan that his supplies were destroyed or return the remaining wooden box to him. Or we continue the investigation.

We dig up the remains in a shallow grave and give them to the elf - he learns that the merchant was killed not by the fiends of the void, but by his business colleague (you can also transform Fane into an elf using the mask of transformation and then he will be able to see exactly how the merchant died). We activate ghost vision and talk to the ghost of the merchant. We agree to avenge him in order to begin the “Aggressive Capture” quest.

As for Garvan, he only needs a box and the reward for it will directly depend on the contents of the box (what we decide to leave inside).

Business competitors

Trolls Marg and Gorg are trying to run the same business, and therefore are direct competitors. Everyone will ask us to deal with his competitor. We can help one of them, but we immediately note that trolls are extremely dangerous opponents; for example, Gorg can knock out a weak character with one blow. Therefore, it is worth preparing well for the battle with these monsters.


Using fire, you can remove the effect of blood regeneration from Gorg, and using poisoning, you can remove it from Marg.

Aggressive takeover

So, after talking with the ghost of Liam (the merchant) in the mission “Losses in the Ledger”, we find out exactly how the merchant died and agree to deal with his killer. You can kill Garvan unnoticed - to do this, we feed him poisoned meat stew, which we craft from fish infected with the Void and simple stew. After that, he will head to the infirmary, located behind the tavern. If he sees us, he will immediately attack. We kill him and search the body. As a result, we get Garvan's severed head. We pass it on to Liam and find out the location of the treasure, which will be our reward.

However, you can give the head to the elf and let him eat it to receive the unique talent “Merchant’s Secrets,” which increases the “Exchange” parameter by one point. However, in this case, Liam will not tell us where the treasure is.

We can try to kill Garven right in the tavern. To prevent him from becoming our enemy, we do not warn anyone about the attack. We take a poisonous weapon in our hands, cast rain next to it, and then infect the puddle with the help of a poisonous weapon. Next, we leave the tavern, stand on the street for a couple of minutes and quietly return to the building. We wait until Garvan dies - as a result, no one will know that we did it.

It is also necessary to keep 1 thousand coins in reserve in order to bribe the most curious individuals who decide to interrogate you (we can simply convince them). Next, we do not approach the tavern for a certain period of time, until everyone calms down and returns to their duties. After this, we can easily cut off Garvan's head.

By the way, you can find Liam’s treasures yourself, so it’s better to feed the head to the elf.

Web of carnal desires

We head to the lower part of the location and look for an eccentric woman under Driftwood, whose name is Dorothea. We agree to look at her ring and choose one of the visions (all of them will cause different reactions). Then she will ask us to talk to her around the corner alone, so we divide the squad and keep our companions away from the main character. Then we meet the woman and watch her become a giant spider. Here you will need to decide: let her kiss the protagonist or take up a weapon and attack the monster.

Attack the giant spider

We fight the monster and defeat it. As a result, all members of our group will receive 4 thousand experience points. We examine the spider's body and find a couple of good daggers, a key and an idol of revival (automatically revives the hero upon death if it is in the inventory).

Let the spider kiss the hero

The spider will immediately bite the protagonist in the neck, giving him the unique talent “Spider Bite”. Its effect will depend on the previously selected vision:

  • Towering Oak (increases Strength by 2 points, but decreases Constitution by 2 points).
  • Curved Feather (increases Intelligence by 2 units, but reduces Constitution by 2 units).
  • Golden chest (adds 2 thousand gold to inventory, but reduces physique by 2 units).
  • Dragon (increases intelligence by 2 units, but reduces constitution by 2 units).
  • Cocoon (adds one revival idol to inventory, but reduces constitution by 2 units).

After the bite, we can allow the spider to leave or attack it. Note that although Dorothea will tell us to meet her alone, we can use the help of other heroes under our control, so the battle will be quite easy. To maximize experience, you should kiss the spider with all the characters in the group, and attack the monster last.

You can't drown out grief

We go to the Driftwood tavern and go up to the 2nd floor. There we find Captain Ableweather, who will give us the task of saving her from the painful ringing. We use the ghostly vision skill and find a ghost in the room torturing a girl. We convince the ghost to leave, thereby saving the captain from torment.

Ableweather will then indicate the location of his compass on the map. We head to the right place and teleport one of the characters to open the hatch. Inside we find a compass that is surrounded by fog. In order to get this item we will need an Undead or a teleportation spell.

Strange cargo

Having found Higba in a barrel of fish located in the fishing room (task “The Lost Masters”), we can bring him back or help him escape.

When choosing the second option, we will need to escort this NPC beyond the boundaries of the Driftwood location, and we must avoid meeting with the masters. Using the mini-map, we track the location of the masters and do not forget to use secrecy. However, you can do it easier and simply take Higba to the west of the port and, using teleportation, move him to the opposite shore.

As a result, we get a small amount of experience points and a hint about who exactly the real criminal is (the cook working in the tavern). We can also find out where to look for Master Hanang. Among other things, we can teleport NPCs to the point to which the marker points and receive a reward for this. Even if you choose to escape, you can turn over Higba to the masters at any time.

Love has a price

We head to the Driftwood tavern and talk there with a man named Lovrik. He will promise us to try something exotic. We give him a certain amount and get the key to the upper room.

We go there alone and spend one night in the apartment. In the morning, bandits will break into our place and begin to threaten us, demanding that we give up all the money. If Ifan ben Mezd is the hero, then the criminals will recognize him and quickly leave the room. Otherwise, we will either go to another world or lose a considerable amount of money. Is the Red Prince still in the room? In this case, the lizard we meet will become the Red Princess.

We return to Lovrik and find out that he was forced to do this for the sake of his daughter. We ask the cook and find out that he was lying, but Lovrik will already run away from the tavern.

Driftwood Arena

While in the Driftwood tavern, we go down to the basement and find an arena there where illegal fights are held. We agree to take part in them. In the first battle we will have to fight with a blindfold, which will significantly reduce the accuracy and range of the hero, so we need to be well prepared for the battle.

In the second battle you will need to fight Murga, who fights like a scoundrel. When she makes her second move, Void Fiends will appear in the arena. We defeat the monsters and kill Murga. As a result, we will receive the championship title.

In both battles, it is worth casting shields and various buffs on the characters in advance. We don’t get carried away with transformations, since the bandage will still prevent you from using most of these skills. In the first battle, it is worth summoning creatures that may not limit themselves to bandages.

If Murga cannot reach our characters before the fiends appear, then she will begin to fight our common enemy. In this case, it is better to move away from her. Although the Worm does not pose the same danger as during the battle with Alexander, it can still ruin our lives, for example, it will impose shackles of pain. Sebilla is able to destroy them, but in this case the Source point will be spent.

Level 3 geomancers should definitely purchase an artillery mount on the market (one Source point and a lot of gold). With her help, we were able to quickly deal with Murga.

Burning Prophet

We head to the Driftwood cliff and find a strange statue there, near which there are torches. It is necessary to light them all at the same time, but they quickly go out. Therefore, first we create a surface of oil and use a fire spell on it. As a result, all the torches will light up.


A rainbow will appear and enter into dialogue with us. After the conversation, we will be able to indicate our reward.

ugly duck

We go to the farm located north of Driftwood. There we find a sick chicken. If you have the “Scientist” tag and the “Friend of Animals” talent, we convince the chicken that she is a hidden phoenix. To turn it into a fire bird, you just need to use some kind of fire spell on it.

After this, the chicken will become a phoenix egg. We can either eat it or just leave it on the ground.

Bestial treatment

On the same farm where we were when completing the previous quest, we find two cows, who are actually people. We find out that they were turned into animals by a mysterious witch. To talk with cows, you will need the “Animal Friend” talent. Of course, they would like to become human again, and therefore will ask us to help them. To start the quest, we simply select the key to the witch’s house, located on the left side of the building, on the rock.

The witch's house is opposite the cows. We go inside, using the previously found key, and find the witch's eye, which is necessary to turn cows back into people. Next, open the hatch that leads to the dungeon (theft skill level 4 is required). In the absence of the appropriate skill, we look for the witch in the monastery forest and take the key to the basement from her. However, we will immediately warn you that the battle with her will be extremely difficult.

In the dungeon, many explosive rats will attack us. We hit the holes in the walls to stop the kamikaze rats. We can also find the lever that opens the door. You can unlock it using the theft skill or simply transport yourself inside.

Here we find the witches’ elixir (don’t drink it, otherwise we’ll also become a cow) and her book lying on a huge frog (we kill it). Thanks to the tags “Mystic” and “Scientist” we can easily decipher the book. If you don’t have them, then use the following recipe: boletus mushroom + growth stimulator + witch’s eye.

If we drink the witch’s potion to transform into an animal, the task will automatically complete and we will be given almost 11 thousand experience points. However, we advise you not to do this, because you will only be able to craft one elixir, and you need to turn two cows into people.

We create a potion and in the end we have two elixirs. We return to the cows and give them the potions. As a result, for both cows we get almost 27 thousand experience points.

Test of all seasons

We go to the altar of Driftwood's wanderings, and then turn east and find the elf building standing behind the river. Inside we find 4 statues that surround the brazier (exact coordinates – X: 450, Y: 340).


To pass the test, we attack the statues with different elemental skills, namely:

  • The spells "Hailstrike" or "Winter Blast" are suitable for the Hero of Winter.
  • Static Cloud Arrow is suitable for the Hero of Autumn. We can also use a fire spell on the pool, and then wait for the steam to appear and shoot an electric spell at it.
  • The Laser Beam spell is suitable for the Hero of Summer.
  • The “Blood Rain” spell or the “Flesh Sacrifice” skill are suitable for the Hero of Spring.

Note: You can summon a fire slug (use the magician's ring) to activate the statue of Summer, because it can also use a beam. You can light the Spring totem by attacking your companion, who must be placed near the statue (his blood must fall on it).

We advise you to prepare for battle before lighting totems, since after this we will be attacked by 4 enemies who are immune to a certain element. These are extremely powerful enemies, especially if you are equal in level to them. Having defeated the heroes, we talk with the brazier and receive a phoenix heart as a reward.

Prize: 83 thousand experience points for killing heroes, 52 thousand experience points for completing the task, a phoenix heart (give it to the elf so that he can eat it and get the “Burning Tongues” skill) and a chest.

Stranger in a strange land

Near the northern entrance of the cemetery we find the spirit of the lizard Vilyanksa Kriva, who will ask us to dig up her corpse and throw it into the fire in order to bury it according to the traditions of her race. We take a shovel in our hands, dig up the body and lift the leg. Then we simply throw it into the flames located between the dragon statues. As a result, we take one of the four items as a reward.

Family Affair

We head to the graveyard and find Tarkin near the northern entrance to the Stonegarden cemetery. He will ask us to go to the cemetery, find the crypt of Joanna Surrey, located in the southern part of the location, and find an ancient artifact in it.

To enter the tomb, we will need to pick the lock that hangs on the Door of the Shadow Tomb. This can be done with the help of a hero whose Theft has been leveled up to level 4 and higher. We will also need master keys (if you don’t have them, you can use the finger of an Undead character). Are there no pumped-up thieves in the group? It doesn’t matter, because in this case we can find the key to the crypt at Kwanna - we head to the center of the graveyard and look for the tomb, next to which a dog is running. We kill the dog, open the hatch and find the key and note we need.

You can now enter the Surrey Crypt. We begin exploring the first room. We find a couple of buttons on the wall: one is located on the right side of the entrance to the tomb, in a small niche, and the second is on the left side, on the opposite wall. We press each button and thereby open a secret passage.

Solving the lever puzzle

In the new room we will see a sarcophagus and a locked gate. We select our most living hero and use him to move to the next room, and then stand on the pressure plate. Unfortunately, simple items on this plate will not work.

Then we activate the “Ghostly Vision” skill to gain access to the 3rd levers on the wall. All levers correspond to certain magical effects. First, press the middle lever and wait until water appears in the room where the pressure plate and our hero are located. Then we pull the left lever and wait for the electricity to appear. At the end, pull the right lever to create a sacred fire.

As a result, the sarcophagus will move and open a hatch located on the floor. We go down into it and make our way to a new room. The first thing we do is inspect the chests and mountains of gold coins in it, and then we lift the lid on the sarcophagus standing in the middle of the room.

This sarcophagus will contain a Mysterious Artifact, which we were supposed to find for the quest giver. However, as soon as we try to leave the tomb with this item, clay warriors will immediately attack us. The battle can be avoided by destroying all the statues before opening the sarcophagus. Besides, we can always just run away.

Going to Blood Moon Island

We get out of the crypt and find Tarkin. We give him the artifact and learn from him that you can find another ancient thing on Blood Moon Island. To get to this location, you must first cross the hidden bridge. We use ghostly vision to see the desired road, and then use teleportation to cross the bridge.

We are also opening a new travel point located in the south of the island. This will help us move faster between locations in the future. Then we head to the northeast of the island. Here we find a hatch, which is hidden under the embankment. To find it you will need a hero with well-leveled Perception. You can use the Peace of Mind spell to increase this parameter to its maximum value for a while.

We go inside and find a forgotten library. We search the room, and then examine the back wall - we find a hidden passage in it. We go inside and find ourselves in a secret room. Next, we select the Unusual Blade from the altar.

We return to Tarkin at the graveyard and give him the second part of the artifact, thereby completing the mission.

If you were unable to find Tarkin in the cemetery, then you should move to the Lady Vengeance marker using the boat on the shore. Then use the boat again, but on the ship. Tarkin will most likely appear right next to the boat.

You can get into the crypt in another rather interesting way:

  1. Stand facing the stairs that lead to the crypt.
  2. Turn left and go forward.
  3. Going down the hill in front of the gate, look at the tomb, near which there are statues of knights with shields.
  4. Destroy or unlock the gate (there is a lever on the right).
  5. Enter the tomb.
  6. Once in the tomb, do not touch anything, otherwise you will turn into stone.
  7. Use the Ice Armor or Blessing spell.

snake language

We head to the cemetery and find a lizard chest standing next to two statues spewing fire. Using telekinesis, we transfer it to a safe place and find out that a password is required to gain access to the contents of the chest. Unfortunately, transforming Fane into a lizard will not work in this case, but the Red Prince can convince the chest to open if he asks for it well.

We go to Riker's mansion and talk to the salamander, who knows the password. To do this, we need a lizard character with the Animal Friend talent. After this, we return to the chest and say the code word.

Note: By the way, if you try to teleport the chest from the fire and break it, you can get the treasure, but the quest will remain unresolved.

Existential crisis

Walking along the northeastern slope of the cemetery, we hear a voice asking for help (the desired location is located at coordinates X: 625; Y: 153). We approach and agree to dig up the remains. Having dug them out, we watch as a skeleton rises from the ground, whose name is Crispin and who dreams of becoming the best philosopher in the world. To do this, he will challenge us to a philosophical battle. If the hero who is talking with him is not undead, then we will need to prepare for battle with him. Otherwise, we can immediately enter into battle with the skeleton.

He prepared 3 tricky questions for us. If we answer at least one of them incorrectly, our hero will die immediately. The easiest method by which you can defeat the failed philosopher is to read 3 volumes of “The Essence of Being” (we are talking about characters who are not undead).

If we talk to a skeleton, playing as another walking dead man, then we simply select phrases in the dialogues marked with [undead] tags. This will automatically lead us to victory. We can also try to answer all the questions correctly using tags such as [jester], [mystic] and [scientist]. However, if we take into account the fact that one character cannot have all 3 tags, then we will still have to use at least one book of “The Essence of Being”: the first volume answers the first question, the second – the second, and so on.

You can find these books in Riker's mansion. The first volume is in the personal account of the owner of the house. We can find the next one in the living room on the first floor, and the last one in the master bedroom on the second floor. However, we immediately note that taking these books is theft. Plus we'll have to break down the door to get into the bedroom.

If the first question is answered correctly, the skeleton should tremble. The second time he will scream, and the third time he will simply explode. As a result, we will complete the task and receive more than 21 thousand experience points and the skill book “Corpse Explosion: Massive”.

Note: Fein, being an undead, is able to give the correct answers to all questions, and Lohse can answer the first two questions correctly, since he is a mystic and a jester.

Heroes' Shelter

In the central part of the cemetery we find a grate behind which are located the coffins of 4 famous heroes. We examine their graves to find out where exactly the 4 buried treasures are located. Without any problems, we can study only 3 burials, but if we try to study the fourth coffin, then the dead heroes will immediately attack us. It’s worth dealing with them one at a time, since after death they will begin to be reborn, and in a stronger form, that is, first we kill one skeleton twice, then the second, and so on.

Then we go to the places marked on the map and find the equipment of the dead heroes, thereby completing the tasks.

Servants unwillingly

Wandering around the cemetery, we find a watchman named Farima, who will tell us a terrible story about Riker. It turns out that he holds all his servants with the help of magic, preventing them from leaving for another world. Therefore, the girl will ask us to kill Riker (can be found in his mansion in his personal account).

Generous offer

We get to the mansion in the cemetery where Riker lives. He will ask us to bring him the tablet in the caves located in the Black Mines. As a reward, he will be able to show us how to control the source. At the sawmill in the room belonging to Rust, we can find a contract, which notes that Riker is a hired killer who has received an order to destroy all believers.

We go to the Black Mines, located in the southeast of the Reaper coast, and find a gate there that is guarded by masters. With the travel pass issued by Raymond, we will be able to pass through this passage without any problems. Otherwise, you will have to fight with the guards.

Having passed further, we find a magician in a white cassock interrogating a mason (he is a student of Hannag and will be needed to complete the task “On his last breath”). We deal with the master, and then we fight with the fiends.

We move to the opposite side of the harbor, where Anna is guarding the entrance to the mine. We deal with it and get inside the dungeon. This mine will be full of oil pipes and traps. We use boxes to block pipes. You can also go through this location using teleportation. If there are two teleportation pyramids that we found in Dallis’s secret room, located on the Lady Vengeance ship, we leave one of them with one hero, and the second with the other. This way we can easily transfer our entire group.

Almost at the very end of the cave, the Screaming One will be waiting for us, guarding the altar of wanderings. We use the “Purification” skill (previously called “Source Vampirism”) to destroy it (there is a dead body on the destroyed bridge - if we teleport to it, we can find a note and a key).

Note: If we have a special Rod of Purification, which can be found in Fort Joy, we use its power and destroy the Screaming One. Otherwise, you must definitely get rid of the Collar, master the Source and go through the ritual in the mission “Sharp Awakening” in order to ultimately obtain the necessary skill.

We continue to move forward and notice several masters ahead who are fighting with the fiends of the Void. We deal with the monsters, and then we convince the surviving people that we are just walking here. If persuasion does not work, then we enter into battle with the masters. From the body of one of the opponents we take the key leading to the room nearby. Inside it we find a secret stone door (you can only see it from a very close distance). We open the door and find an unusual tool with which we will understand how to create masks (you will have to spend one source point).

We get out of the excavation site and head to the workshop, where we come across a group of masters. We deal with them and destroy the gate (we use fire spells on the oil barrels), thereby opening the road to the Ancient Temple. Click on the device in the temple to receive new information. We can find a clue to this puzzle in a book that lies on a dead body nearby. On the second page there is information that all gods personify a certain element or attributes:

  • Ralik personifies the Earth.
  • Duna represents Air.
  • Tyr represents Blood.
  • Zorl represents Fire.
  • Vrogir personifies Fire.
  • Xanthess represents Reason.
  • Amadia personifies Magic.

The correct sequence is as follows: Amadia, Tyr, Duna, Zorl, Xanthessa, Vrogir and Ralik.

Having hit all the pillars in the required sequence, we observe the disappearance of the magical barrier. The thing we need lies in one of the boxes near the sarcophagus. We take it out and return to Riker. If we touch the sarcophagus, we will have to fight a dangerous enemy.

We head to Riker and give him the sign. He uses several farmer souls to give us more source points (you won’t be able to get more than 3). Then we enter into battle with Riker. We use the “Ghostly Vision” skill to see the souls of the defenders and immediately deal with them using the “Purification” spell.

On one's last legs

Once in the Black Mines, we find masters planning to execute a family consisting of several people. In this situation, you can prevent the masters from carrying out their plan in order to save all the peasants, or begin to observe the execution, so as not to fight with five masters of the 13th level.

Having chosen the first option and saved the whole family, the mother will speak to us and say that her nephew was captured and sent to an oil rig. Ahead there will be a closed gate, near which there will be several more masters. We do not attack them, as they will be useful to us a little later. We pass through them using the underground tunnel located in the neighboring house, or by showing them the pass.

We go up the tower and talk to the master in white robes. When deciding to save Gwydain Rins, we attack the master after the first phrase. However, we will immediately warn you that this battle will become real hell. If we refuse the battle, the prisoner will die, but we will be able to avoid a difficult battle and kill the master later.

If a battle starts on the tower, the prisoner will decide to help us using the magic of the Source. There will be 4 masters opposing us. However, after a certain period of time, oil fiends will appear on the battlefield and everything around will catch fire. Fiery fiends will appear that restore lives in the fire. As a result, the entire site will burn with a terrible necro-flame. We immediately send one of the heroes to the gates of the fortress to force five more masters to join the brawl. They will take our side and begin to fight with the fiends. Don't forget to also prepare a lot of scrolls and spells that restore the magic shield, otherwise your characters will burn alive.

If we decide not to get involved in the battle, then the next meeting with Jonathan may take place in one of the lower corners of the location. In the same place is Anna, who sells some good things.

After Gvidein is freed, we go to the monastery forest and tell Hannag about everything. As a result, she will teach us the knowledge of the source.

Three altars

We head to the Monastery Forest and go to the first altar, which can be found at the following coordinates X: 115, Y: 269. Here you will encounter a monster called the Weeping Abomination, to whom 5 black wolves will come to help. We advise you to constantly stun the werewolf, otherwise he will quickly kill all your heroes thanks to his endless AP. Having dealt with the opponents, we interact with the altar and move on.

The next altar is on the river. Go to point: X: 414, Y: 301. Here we will have to fight an undead deer.

We find the last altar at the following coordinates X: 482, Y: 260. As soon as we approach it, we are immediately attacked by the fiends of the Void.

Valuable loot

  1. Location of Saheila.
  2. Location of the elf camp.

If we successfully convince the elves to let us into the place where the ritual is being held, we wait until it is completed, and then we talk with the pointy-ears again. We find out that Saheila was kidnapped by the lone wolf Rust, who is holding her captive at the sawmill. With a high level of persuasion, we can convince the elves to leave the elf there.

Next, we will need to go to the sawmill and penetrate it. Saheila is located on the second floor of one of the buildings. This location is patrolled by a lot of Rust’s people, so we will either need to spend a lot of money or fight a lot of serious opponents.

Another battle will await us on the second floor, where we will have to fight Rust and his faithful bodyguards (wolves and crossbowmen). We try to stay in a small room all the time to make the battle much easier for ourselves. Having dealt with all the enemies, we free Saheila and agree to take her to her fellow tribesmen. If we have already dealt with the Rust guys, then we will not have any problems with this.

Then we talk to the elf in the camp and learn how to collect an additional Source Point.

Prize: 4 valuable items and 1 more item to choose from (depending on the class).

Lost and found

  1. Location of Dwarf Lagan

Near Driftwood, you can stumble upon a fisherman's hut, where a gnome lives, whose name is Lagan. He will ask us to find his ring, which he recently lost.

Fortunately, we won't have to scour the entire location looking for a small trinket. The jewelry lies nearby at the point marked in the screenshot below. It will be found automatically as soon as our party approaches it at a minimum distance. As soon as we pick up the ring, fiends will immediately attack us.


If Lagan remains alive, then we will have two options for completing this mission.

Give back the ring

We talk with the gnome and in conversation with him we confirm our desire to give him the ring. If we have a well-pumped conviction, we can ask for more gold.

Prize: 5 thousand experience points and gold.

We keep the ring for ourselves

We just keep the ring for ourselves. Apparently, it is absolutely useless and costs relatively little.

Prize: copper ring.

Saheila tribe

  1. Elf camp location

If we managed to help Amir in Fort Joy, he will ask us to tell us what happened to Saheila to the rest of the elves living on the Reaper Coast. To do this we will need to go to the elven camp.

Once in the right place, we find an elf performing a mysterious ritual. We try to get closer, and then start a conversation with the guard. This conversation can have two endings.

Getting permission

If we have a high level of conviction, we go through the guard to the place where the ritual is being performed. This will give us the opportunity to complete two new quests in the future: “Burial Rites” and “Valuable Loot.” In addition, we will receive 5800 experience points.

We get a refusal

In this case, the elves will not even listen to us and will ask us to leave their camp, and the sooner the better. Of course, we will not receive any reward in this case.

Funeral rites

Having gained access to the sacred land of the elves, we allow one of the group members to participate in the ritual. He will need to raise one of the pointy-eared tribe (Sebilla is the best one to handle this). It is also necessary to choose answer options in the dialogue that can impress the elves. Usually these are the topmost phrases.

Prize: it directly depends on how much we were able to impress the elves, but we are guaranteed to be given 4 valuable things and 1 powerful artifact to choose from (depending on the class).

Empty dreams

  1. Genie's Lamp Location

On the southern shore of the Reaper Coast we find a mysterious lamp, half buried in the sand. We interact with her, thereby summoning the Genie. We learn that someone threw away the artifact, so its owner will behave very hostilely. This quest has two endings.

Make a wish

If we have a high persuasion parameter, we ask the Genie to fulfill our desire, and then disperse peacefully. We will be able to make a certain wish and the Genie will happily fulfill it.

Prize: 9750 experience points and a mysterious little thing.

Fighting the Genie

If we fail to convince the Genie, we will have to fight him. The fight with this creature is quite simple. However, in the end we will kill the Genie, and therefore will not be able to receive the reward.

Log like a log

While at the sawmill, we approach the right building and activate the ghostly vision. We notice that one of the logs has a soul - we are talking about an elven knacker. It will ask us to deal with the foreman from the sawmill. We can find his soul in the southwest of the bridge located on the territory of the sawmill (the soul is indicated on the map).

We use a spell related to the absorption of souls (“Purification”) on this spirit, and again go to the log to receive our reward. By the way, this skill can be obtained by completing the story quest “Sharp Awakening”.

Prize: 25950 experience points and an excellent shield.

Enduring Spirit

While at the sawmill, we activate the ghostly vision and find there a mute spirit named Syrus Oates.

We find out that he was burned by the lone wolf Pigsbane, who is still desecrating the earth with his existence. The spirit will ask us to avenge our death. We kill Pigsbane (his location is indicated on the map), return to the customer and collect our reward.

Former lovers

While at the sawmill, we activate the ghostly vision and find there the ghost of a girl whose name is Edie Engrim.

We find out that she was killed by her former lover, who calls himself Firewater. He committed this terrible crime to undergo his initiation and join the group of lone wolves. She wants us to make him say her name again. This is the only way she can calm down and go to another world. We force the boy to tell Eddie, and then we return to the girl for the reward.

If we don’t wash it, we just roll it

We get to the lone wolf camp and look for a character named Corbin Day. We talk with him and find out his sad story.

It turns out that Rust Anlon forcibly brought him to the coast and is now forcing him to work as a laborer for the wolves. We deal with Rust according to the plot, and then talk with Corbin again, telling him that he is now free. We can invite him to come aboard the Lady Vengeance.

Reward for murder

With the help of a ghostly vision, we find the soul of the deer and agree to help her find a wreath woven from wildflowers. We dig up the place where the deer and the poacher who killed the animal were buried, and we find the desired item there.

An eye for an eye

We use the “Ghostly Vision” skill while at the sawmill (which is the location of the Lone Wolves group) and look for the soul of the magician. She will ask us to kill the archer named Faithful Eye in order to take revenge on him. We kill the criminal, and then return to the spirit for a reward.

We can receive different rewards from him:

  • We tell him that we like air to gain the Aeroturgy skill.
  • We tell him that we like water to gain the Hydrosophist skill.
  • We tell him that we like the land to gain the Geomancy skill.
  • We tell him that we need the power of the Source and absorb the soul of the master.

Bitters

While at the sawmill, we use the “Ghostly Vision” skill and look for the spirit of a lizard calling himself the Black Widowmaker, who was a famous sender of lone wolves.

We learn that he was killed by another representative of the gang - Snake Root. He will ask us to kill her. We can either help him and kill the poisoner (her location is marked on the map), or refuse and absorb the soul of the lizard.

No laughing matter

Once at the sawmill, we activate the ghostly vision and look for the spirit of the gravedigger, whom Dremoseka recently dealt with. He will ask us to find out where she hid the gold after killing him.

We head towards the target, talk to her and click on the phrase marked with the [mystic] tag in the dialogue. As a result, she will see the Gravedigger in a dream and tell where the treasure is buried. We head to the west coast, dig up a treasure chest and tell the employer about everything. If we deal with all the wolves before we take on this quest, then we will no longer be able to complete it.

Reward to the finder

We use “Ghostly Vision” at the flayer’s sawmill and discover a ghost belonging to the paladin.

We talk with the paladin and find out what he needs. Next, we take the mummy’s head and give it to the quest giver. The mission is quite simple, as all places are marked with signs. After handing over the head, the quest will end.

Dangerous to yourself and others

We head northeast from the cemetery and find a healer’s house there. In it we find a healer named Swann. We convince him to trust us and tell us about his problem. We find out that he has an infected seeker in his basement, whose name is Natalie.


We follow the doctor into the basement (we can just hack it) and find a sick girl. Here we will have two options: send the patient to another world or try to cope with her illness. If we approach her with a hero who does not have the “Scientist” tag, then we will not be able to cure her. In this case, we will need to deal with all the enemies that appear nearby.

If our character has the “Scientist” tag, then he will be able to find out that the seeker received a trepanation wound. The doctor will ask us to spare the girl during the battle, so that he can heal her later. We enter into battle with Natalie's nightmares. We will be able to beat the girl, but we should do this carefully so as not to accidentally kill her.

For each monster killed we will receive almost 11 thousand experience points. When deciding to help Natalie, you first need to weaken her by lowering her life scale to a minimum. But as soon as we do this, all the monsters will disappear. Therefore, to gain the maximum amount of experience, you should first deal with the monsters, and only then attack the girl.

As a result, we will cure Natalie and receive about 13.5 thousand more experience points. We talk to the doctor and receive one valuable artifact of your choice as a reward. In addition, our relationship with this character will improve and he will decide to sell us health elixirs at a 50 percent discount. As a result, the task will be completed.

If the patient dies during the operation, we will not receive any experience points. In addition, the relationship with the doctor will seriously deteriorate. As a result, we will only have experience from killed monsters.

Buried past

To start this quest, we go south from Driftwood and reach the house located at the following coordinates X: 380, Y: 274. We look here for Gareth, who stands above Master Jonathan. After a short conversation, we can convince Gareth (high Intelligence or Memory is required) to free or kill Jonathan. Regardless of the choice made, we can still attack and kill the master ourselves if we wish.

Otherwise, Gareth will decide to spare his enemy and head to the Paradise Hills. Then, when the inscription “We were able to convince Gareth of...” appears in the log in the above task, we will be able to continue completing the quest.

We find Gareth in the Paradise Hills. He will bury the corpses of his parents. There are a couple of paladins near the house. On the right side of the boy are gloves belonging to the killer of his father and mother. The paladins won't let us get inside. You must either convince them or kill them.

We find four silent killers in the house. We activate the ghostly vision and find the souls of Gareth’s parents. They will tell us that they do not want their son to take revenge, but to remain a hero. Then Gareth will enter, who will ask us to personally deal with the silent ones. We can allow him and then he will go down the road of revenge or we can dissuade him so that he continues to do good in the form of a hero.

Then the ghosts will tell us that Jonathan sent the killers. Gareth will ask us to deal with him. We head to the Black Mines and find the master near the oil derrick. We kill him and take the ring as evidence. We take it to Gareth to complete the task.

Opposites attract

We head to Riker's house and go into the basement. There we find a turtle named Betty and a rat named Rory. If you have the “Friend of Animals” talent, we talk with the animals and find out that the turtle is in love with the rat.

We use various foods and lure the rodent to the turtle. Then we watch how a new pair is formed.

Blood Moon Island

Monster Hunter

We head to the Monastery Forest and go to the eastern part of the location. There we find a small house, near which there is a cage with two demons. We learn that they were caught by the master of the Source named Jaan (we met him in the first Original Sin). We approach it and immediately receive almost 15 thousand experience points.

During a conversation with the hunter, we agree to his request to go to the Island of the Bloody Moon and deal with a dangerous demon, whose name is Lawyer. If there is Lowse in our group, we allow her to talk with Jaan to increase her reputation by 10 units. He will agree to help the girl if our party deals with the demon. As a result, we will receive another 7.5 thousand experience points.

In the hunter’s house we definitely look for a book called “The Decorated Psalter.” We will need it to complete one of the above tasks. It is worth reading it by a hero with the “Scientist” tag to get an additional 14.5 thousand points (he must do it first).

We head to Blood Moon Island by using the ghostly vision next to the broken bridge located near the altar of wanderings (Driftwood Fields) or by going to the port (Monastery Forest). We can easily teleport to the desired location by passing through the ghostly bridge. Once on the island, we head to the demon camp and talk with the Lawyer there. Next, we agree to complete his personal mission to gain additional experience points.

If you wish, you can deal with the demon in the first meeting. However, we do not recommend doing this, because in this case the opportunity to complete the Lawyer quest, which will turn out to be quite profitable, will be lost.

Having dealt with the masters of the Black Ring who surrounded the tree, we can then finish off the Lawyer himself. A dog and 3 characters will help him in the battle (the second dog will sit on the beach - we can deal with it separately and earn about 7 thousand more points). Before attacking the demon, it is worth dealing with the pickpocket Basatana. Unfortunately, the monster will give relatively little experience (7 thousand), but you can take good loot from its corpse.

For killing the dog and three of the Lawyer's henchmen, we will receive about 36 thousand more experience points. After their destruction, be sure to search Basatan’s body and find the scroll. Don’t forget to also clear the location of all kinds of monsters in order to gain additional experience and items.

After killing the demon, you will need to find out its name. We report to the hunter Jaan, and then we approach the Tree of Ancestors and activate the “Ghostly Vision”. We speak with the spirit of the tree and find out the name of the arch-demon.

To talk with the Tree, you need to reveal its name, recorded in the journal of the archivist located in the Archives, which are located on the island (its location is indicated in the screenshot below). We call the name and get more than 66 thousand experience points. Then we find out the name of the arch-demon who settled in Doctor Daeva.

To discover the entrance to the Archives, a very high Intelligence parameter is required. We go inside (50.5 thousand experience points) and find out the necessary information. At the end, we go to Jaan and tell him about the death of the Lawyer, receiving another 36 thousand. When talking to him, you can get the same amount of experience points a second time. Having revealed the name to the hunter, we complete this task and receive a reward. If Louse is in the group, Jaan will try to help her, but will not be able to. He will then head to the "Lady of Vengeance" to face the Arch-Demon later.

Secrets of Blood Moon Island

This quest appears in the journal after the revelation that the Black Ring is trying to get through the fog of death that surrounds the island. Once in this location, we go to the place shown in the screenshot below - this is the passage leading to the Archives.

Just for getting inside this structure we will receive more than 50 thousand experience points. We will also be able to use the “Ghostly Vision” and talk with the ghost of the Archivist. Regardless of the phrases we choose, we will receive another 14.5 thousand. In the Archives we find a magazine belonging to the archivist and read it. This will help us figure out the name of the Ancestor Tree - Eleaness.

We go a little forward and determine that the wall is an illusion hiding the door (this will require a high Intelligence parameter). We select a strange blade to get 50 thousand experience points. We interact with the lizard hero (the Red Prince will do) to make out the inscriptions on the blade. There is also a locked Tenebrium chest here, which absorbs one Source point upon interaction. We use the master key and open it. It contains a green teleportation pyramid. Blue pyramids can be found in Dallis's chambers on the galley.

The tree is located in the central part of the island. The masters of the Black Ring crowded around him. They will attack us as soon as they see us if we fail the conversation test. We approach the tree and attack the opponents. We advise you to first take on the “Lawyer” task to gain additional experience points for killing masters.

If we have not yet dealt with the Lawyer, then he will not let us chat with the Tree, and therefore we will have to kill him. His death is also necessary to complete the previous task. Then we talk to the Tree and call his name to learn all the secrets and get more than 66 thousand experience points. We learn that Doctor Daeva was penetrated by a powerful arch-demon, whose name is Adramalich (we are talking about the quest “Doctor’s Prescriptions”). This will complete the task.

Advocate

We head to Blood Moon Island, using the port located in the Monastery Forest (we are preparing to spend a small amount of gold coins), or the “Ghostly Vision” spell near the destroyed bridge, located near the altar of wanderings (Driftwood field). Having chosen the second option, we step on the spiritual bridge and teleport to the island. We can also use the Spread Your Wings skill to move between supports.

Having reached the desired location, we head to the demon camp, located in the western part of the island near the beach, and talk with the Lawyer there. We agree to deal with the masters of the Black Ring, who stand next to the Ancestor Tree. We call him the king of the fiends of the Void so that the battle begins. The demon and his allies will take our side.

Note: Taking advantage of the chaos on the battlefield, we can quickly deal with the Lawyer. However, in this case, we will not receive experience points for completing his quest.

For helping the demon we will receive an additional Source point. If we already have 3 slots, then he will simply give us a book with a random skill. Near the tree we will have to fight with four masters, some of whom are capable of summoning golems (for killing them they give 29 thousand points).

After the massacre of the masters, a Lawyer will appear who will show us where the Nameless Island is located. The task will end here, but we can still attack the demon and thereby complete the previous tasks.

Forgotten and damned

We head to the island and near the entrance to the bridge, consisting of fragments, we find a map lying near the fire. It shows the location of the archive, three statues and a forge. Near the Lawyer's camp we discover a statue that hides some kind of secret, but it will not be possible to move it.

To activate these statues you will need the book “Taming the Sacred Fire”. It is also called the “Ornamented Psalter” (this is the name it bears before being studied by a hero with the “Scholar” tag). We can find this book in one of 3 places:

  • In Jaan's house (we talked about how to find the book in the Monster Hunter quest).
  • In the archives located in the northeast of the location.
  • One of the masters of the Black Ring, with whom you can fight near the Tree of Ancestors.

To decipher this book, you will need a character with the “Scientist” tag. After reading it, we will receive 14.5 thousand experience points. Now we can open the dungeons located under the statues. However, before heading to the first of them, we go to the north of the island and look for an ancient forge (coordinates - X: 317, Y: 479). There we create silver levers from silver ingots. You will need two handles for the second and third dungeon. The ingots lie not far from the forge and on the corpse of the Black Ring, lying in an unfinished crypt.

In the south of the location, not far from the demon squad, there are 3 dungeons. We use the book to destroy the statues and get inside. Each of the dungeons is associated with its own separate task. By the way, the quests “Bound by Pain” and “Exalting Deception” will require us to have silver levers in our inventory.

In the Archives you can find out that the dungeons contain living beings that have been possessed by powerful demons. Unfortunately, the healers were unable to cure them. As a result, they were simply locked in dungeons so that they would not get out.

The screenshot above shows an unfinished dungeon with nothing valuable in it except a silver bar. But it's still worth studying to complete this quest. Next, we will look at 3 tasks, without which you will not be able to complete the current mission.

Sublime deception

After entering the dungeon, the entrance to which is indicated in the screenshot below, you will see a mechanism with a broken lever. When we try to use the previously created handle, nothing will happen. Therefore, we turn on “Ghostly Vision” and find the spirit of Robert, who is standing near the statue. We talk with him and convince him to open the door for us to kill the demon.

We enter the room and walk a little forward. If one of our heroes absorbs the energy of the Source located in a puddle, then the lizard will immediately speak to him. Therefore, we proceed with caution. If we agree to release Rajarima, she will drain all the Source points from the character and get free, which will immediately lead to a battle. She will then unleash a storm of arrows that can cause significant damage to our group. It will be necessary to deal with the possessed woman as quickly as possible.

If we do not free the demoness, then we will need to defeat her in an argument. If successful, Rajarima will not be able to take the Source points from our heroes and escape to freedom. Next you just need to kill her with ranged spells or arrows.

However, the easiest way is to simply attack the enemy from a hill before talking to him. We rise somewhere higher and begin to fire at the lizard. After her death, we receive a reward in the form of 58 thousand experience points. Then we talk to the spirit and tell him about what happened in the dungeon.

Shackled by pain

The entrance to the second dungeon is listed below. We make our way into it and turn on the “Ghostly Vision” skill to chat with the ghost of brother Calvin. Then we go forward and repair the destroyed mechanism using the silver handle. Next, we talk with the spirit again and persuade him to open the door. To do this, you will need to perform a speech check, which requires a high Intelligence score. If we choose Memory, we can pass the test even with 5 units of conviction.

Opening the door, we will come across an possessed gnome who will ask us to destroy all the pillars. After the destruction of these structures, the gnome, of course, will become free, and therefore the battle will begin. Unlike the previous enemy, the dwarf will be much weaker. For defeating him we will receive almost 29 thousand experience points.

When the dwarf dies, a demon called Morr Rotmaw will emerge. Without further ado, he will immediately attack our group. Of course, he will be more dangerous than the gnome, but still should not cause us serious problems. True, he has one nasty ability - there is a small chance that if we hit him, our character will become possessed and attack his own comrades. In this case, we beat our friend until he comes to his senses or dies (you can then resurrect him). When the enemy leaves our character’s body, we again attack him en masse. For killing him they give about 22 thousand experience points.

In this battle, a bug may occur in which the hero who deals the final blow to the demon will receive the Demonic Invasion debuff, but will not be possessed. The battle will end, but the debuff will not go away. It will disappear only after we inflict fatal damage on the character. But in the end, the demon will get out of it and the battle will begin again.

There is an alternative way to complete the quest that allows you to save the gnome. To do this, we just need to hit the dwarf with the same hero without killing him. Most likely, you will have to apply healing to him so that he does not die. We continue to attack him until he falls, and then we destroy the pillars.

When the pillars collapse, the demon will leave the dwarf's body without killing him. Next, we proceed as before - we kill the demon, trying not to touch him too often. We receive a reward in the form of experience, and then we talk to the gnome. A conversation with him will allow us to gain about 36 thousand more experience points. Don't forget to also talk to Calvin for an additional reward. This will complete the task.

Silent

The entrance to the final dungeon is marked below. We enter it and use “Ghost Vision” to talk with Brother Morgan. He will ask us to save the little girl who is imprisoned in this dungeon. We agree or just lie to him so that he opens the door.

Once inside, before talking with the child, we will need to talk to the cat (the Animal Friend talent is required) and pass a speech test. If we fail, we will have to deal with the fluffy one. If we pass the test, we will be able to approach the girl. Next, we destroy the chains of the Source that bind the child and talk to him (if the speech test is not passed, the girl will not wake up). It will not be possible to kill the girl, since she is invulnerable to any blows and spells. So the death of the cat will result in failure of the task.

After talking with the child, we will receive 14.5 thousand experience points and will be able to move her to a ship, where she can be saved from possession. We speak with Morgan and receive a reward for our actions. This will complete the quest.

In addition, we will be able to complete the task “The Forgotten and the Damned,” which required us to explore all 3 dungeons and destroy the demons.

Druid

We study the archivist's journal, which we can find in the Archives, located in the northeastern part of the location. As a result, we will find out the name of the Ancestor Tree.

Then we head to the ruins located in the west of the island (several demons live here) and use the “Ghost Vision” skill. We find the ghost of the druid and talk to him. He will ask us to save the Tree from suffering. This object is located in the central part of the level. However, in order to get to it we will have to deal with the members of the Black Circle.

Next, we talk with the Tree, using a spell to talk with spirits. As a result, we alleviate his suffering. Here we will most likely also have to deal with demons, the battle with which is necessary to advance along the Lowse quest chain.

Then the Tree will tell us that we need to deal with a doctor possessed by an arch-demon. To complete this task and receive the reward, we speak again with the ghost of the druid.

Just what the doctor ordered

After talking with the Ancestor Tree and revealing the name of the supreme demon, we head to Jaan and find out from him where the doctor is hiding. It turns out that the prince of darkness is in the city of Arx and is pretending to be a local doctor. Once in the desired location, we first study the place where the wedding celebration is taking place (task “Secrets of the Dwarves”). We find out that this demon sent the gnomes a wedding cake with explosives.

Then we leave the city school and enter into dialogue with the unfortunate citizen. He will give us a message that the doctor is grateful for the service provided to him on Blood Moon Island (in case we helped the Lawyer). Then we kill Lord Kemm (mission “Linder Kemm’s Vault”) or Isbeil (task “Secrets of the Dwarves”) to receive an invitation from the doctor.

Next we head to the Black House, located in the northeastern part of Arx. Near him we will meet Illness. We talk to her and she will take our group to the demon's reality. Here we will see many candles. We smell them and make difficult moral choices - this will increase our characteristics. Then we go to the room where the demon is.

Let us immediately note that the supreme demon has level 20, so it will be extremely difficult to fight him. In addition, at the beginning we will talk with him a little. He will offer us a deal - help in the battle with Dallis for half of the divinity, which we can get at the end of the game. If we agree, the agreement will have to be sealed with blood (this decision seriously affects the ending). If we refuse, the demon will immediately attack us. We recommend that you first deal with the nurses who are restoring the life of the arch-demon. We used physical attacks against them, since they had powerful magical armor.

After killing the nurses, we again talk to the doctor, who will turn into a huge demon. We immediately spend all the Source points so that the enemy cannot suck them out of us. We kill the enemy, and then talk with Lowse.

Note: You can throw a box containing Deadly Mist at your opponent to instantly kill them.

We go down to the demon's basement and find Jaan there, locked in a cage. In addition, there will be many rooms closed with the help of magic. They can be easily unlocked with a simple master key. We found Quinn's armor here, which gives the character levitation.

Nameless Island

Familiar face

If we managed to save Delorus in the Fort Joy prison, then we can meet him on a small hill located not far from the beginning of the location. He will ask us for permission to join our group, and in return he will tell us useful information about Alexander and the Black Circle.

We accompany the poor fellow of level 9 to the elf temple and leave him there with friends. This character is quite weak, so you shouldn't count on him to help you in battles. Moreover, we will have to constantly protect him from various monsters.

In search of vengeance

The warriors will tell us that Alexander is already on the island and has set up camp in the north. You can find it at the top of the elf temple. There we will also meet Gareth, who will fight with the bishop. If we manage to calm him down, he will return to the ship and await our arrival. It is easiest to convince him with the help of Intelligence, since the requirements for Memory or Strength will be much higher. In addition, it will be much easier for us to convey our point of view to him if we were previously able to stop him from killing the silent monks.

If we decide to kill Alexander, then later we will be able to give his stalk to the leader of the Black Circle, who will happily explain to us how to get to the Academy. However, you can go there directly by using the southern entrance.

If we spare Alexander, we will still have to fight him in the Arena. Therefore, it is best to side with the Black Circle and deal with the bishop, and you can do this together with Gareth to receive the maximum reward. Don't forget to pick up the enemy's head later.

  • About 70 thousand experience points if we convince Gareth not to attack Alexander.
  • More than 200 thousand points and a divine artifact if we kill Alexander together with Gareth (we will get another 100 points if Delorus remains alive).
  • A little more than 40 thousand points if we defend Alexander and kill Gareth.

Invaders

At this location we may encounter a large number of members of the Black Circle. We can convince all of them that there are lone wolves traveling with you so that they remain neutral to us. As a result, we will be able to complete their quests and trade with them. If the persuasion does not work, then we will need to either avoid their camps or kill all members of this cult.

To complete this task, you must complete two quests related to the leader of the Black Circle: “Reduction of the Herd” and “Unusual Visitor.”

Unusual visitor

We head to the temple of Ralik (people) and see how the masters fight the Black Circle. If we decide to help the masters, the survivors will tell us that Alexander is at the top of the elven temple. We find the bishop there and talk with him. If we agree to help him deal with the leader of the Black Circle, he will give us a hood capable of dispelling enemy illusions.

We go east from the human temple and find a troll cave there (the entrance is shown in the screenshot below). We go inside and use Alexander's artifact to remove the illusory cobblestone standing behind the altar. This way we can get to White-faced.


We kill the leader of the cult and tell Alexander about it. He will tell us how to get into the Academy.

Note: In one of White-Face's chests you can find a handle for the scythe of the Deliverer, which Almira will ask you to get.

Herd reduction

We will receive this task only when we decide to side with the Black Circle. In this case, the brotherhood will tell us how to get into the Academy if we agree to kill all our companions and cleanse their corpses of “filth.” There may be no bloodshed if we can convince them to kneel before the god-king. After this, White-Face will give us the required capacitor.

Mother tree

Once in the temple of the elves, we talk with the local priestess. She will ask us to find an important descendant of the elves. Let's move on to the top of the Tree.

Note: This task can also be received from the lizard Prince of Shadows, who is located in the lava area in the southern part of the location.

The Scion of the Tree will ask us to deal with the Prince of Shadows and bring his heart. At the exit, Saheila will talk to us, who will offer to destroy the heart of the Mother Tree. We deal with the Prince and bring the heart, receiving for this the “Deep Roots” talent, which increases Memory by 3 units.

The Tree will then want to talk to Sebilla (if she is in the group). She will tell us that Sebilla should become the new Mother Tree. If we refuse, the elves will attack us, but our companion will remain alive. We kill the Tree, thereby freeing the elves and getting out of the temple.

The Observer's Mercy

We find an undead observer north of the Dune Temple (gnomes). He will ask us to deal with the awakened gnome knight, who, in his opinion, has been swallowed up by the void.

You can find the Knight of Dune inside the above temple. we will have to go through a large number of traps and deal with the defender. It's safer to send one hero and then teleport everyone else to him using teleportation pyramids.

After killing the knight, we activate “Ghostly Vision” and find out what exactly happened here. We interact with the altar to find out more information about Dune. Then we return to the observer and talk about completing the quest. As a reward we receive from him an amulet with the “Guardian Angel” skill.

In the clouds

We learn that the Temple of Amadia flies high in the sky. We can get there only by using the teleportation skill in the southwest of the island. Then we will need to climb up using the vines.


Once in the temple, we find a statue not far from the starting point. We pray near her to receive a random buff.

Note: While in the cloud temple, after applying the first move in the north of the location, we find a small floating island on which there is an Engraved Stone. We put it in our inventory, since we will need it in the future to open the door with a face.

We use teleportation to explore the temple of wizards and overcome many barriers. We encounter a follower of Amadia, who will ask us to activate 3 runes to free himself from captivity. After activating the first rune, the barrier will disappear, but you still can’t do it without teleportation. After freeing the follower, we receive from him the gloves of the goddess if Fain is in the group, who is actually the avatar of Amadia.

Scientific pursuit

Once in the Academy library, we use the “Ghostly Vision” skill and talk with the ghost of Taryan. She will ask you to find the soul of her mistress. We can find it in the forbidden section of the library. We teleport one of our companions to this part using the Source puddle. Then we tell Rayalada about her soulmate and return to Taryan to collect the reward.

Test site

Having found the teacher’s office at the Academy, which can be accessed using a regular master key, we find a portal located behind this room. It leads to a hidden arena. We go through it, turn on “Ghostly Vision” and talk to the ghost of the bird. We agree with her request and begin the battle with the Great Protector.

First, we activate the capacitor behind the Defender to create a powerful beam, and then, using mirrors, we change the direction of the laser so that it hits the boss directly. As a result, he will be stunned. We recommend using the elixir of invisibility to complete this entire operation without being noticed.

We search the Defender's body and find a scythe blade, which will be needed in the future to free Windego. We talk to the bird again, and then teleport to the upper room, where you can find a good rune.

The power of mercy

We head to the Black Circle camp and find in the side rooms the witch Windego, who sank our ship at the very beginning. We deal with her, but we won’t be able to absorb her soul, since she will immediately disappear.

Arx

Battle at the Gate

Once near the bridge leading to Arx, we notice how the paladins are fighting with level 18 void vampires. We defeat the monsters, and then talk with the captain. He will thank us and let us into the city without questions.

Execution

We go into the city and notice that the paladins are dealing with all the masters who have contacted the Black Circle. We go to the courtyard of the barracks and meet a girl who will ask us not to allow the execution of her wife, a paladin named de Selby, who did not carry out the order (the murder of defenseless masters). We are trying to convince Lord Kemm to forgive the paladin or conducting an appropriate investigation.

If we manage to save the paladin, we can meet her in the masters' dungeon. She will tell us interesting information about the lord.

Linder Kemm's Vault

After saving the paladin from execution in the previous quest, we meet her in prison. She will tell us that the lord is hiding dirty secrets in his vault. If we free Windego during the quest “The Power of Mercy”, we will find out that Kemm is actually a minion of the god-king.

We head to the city square of Arx and find an artist there who paints bloody pictures. We use “Ghostly Vision” and notice a spirit belonging to the painter’s father. We talk with him and find out that the local lord keeps in his cache a rare painting called “The Second Passion of Lucian.” Let us immediately note that it was stolen. It can be purchased from children at the local thieves guild, but this requires a character with a high Persuasion parameter. We can find out where the entrance to the guild is from the girl at the local school.

As for the entrance to Linder Kemm's vault, it is located right in his garden. Pull the lever to open the hatch. Then we pass through the hole that appears and find ourselves in a small dungeon.


Here we have to face several automatons that patrol the area. We can either sneak past them (if there is a small party) or engage in battle with them (they can be killed using a spell that drains the Source). We get to the end of the vault, use “Ghostly Vision” and put the picture bought from the children in the guild in the empty frame. As a result, a passage to a secret room will open.

Here we find another picture that is in a certain way connected with responsibility. We take it and leave the room. Next, click on the book that is on the shelf on the right. A stone door will open, behind which there is a hatch.

We pass through the hatch and find ourselves in the temple of the god king. We talk with him, and then click on the sign located on the ground. It will be written on it that only the god-king knows the burden of responsibility. We remember that earlier we found a painting with a similar name - we take it and put it on the altar. As a result, we will be able to open the hatch, with the help of which we can get into the Arhu prison.

Lord Arhu was closed here by Linder Kemm. To free him, you need to activate the “Ghostly Vision”, and then use the skill of draining the source to defeat the two tormentors of the lord.

Note: On a nearby statue you can find the Redeemer scythe, which we may need to complete certain quests.

After releasing Lord Arhu, four warriors of the Black Circle will appear and attack us. Later, Kemm himself will come, with whom he will also have to fight. If we want to keep Arch alive, then we keep him as far as possible from other enemies, using the teleportation skill. However, even if he goes to another world, we can still talk to him using “Ghostly Vision”. Once we defeat all the enemies, Lord Arhu will tell us how to solve the puzzle located in the cathedral.

The Search for Lord Arhu

Lord Arhu is in Linder Kemm's vault. Above we talked in detail about how to get into it. Eventually we will be able to reach a prison in which there is a prisoner held by two ghosts. We destroy them by sucking out the Source, and then we fight with Lord Kemm and his henchmen.

After this, Lord Arhu will be free, and we can chat with him to find out how to solve the puzzle located in the cathedral. By the way, in order for Arhu to survive in battle, you need to teleport him away from enemies and help him if necessary.

Master of Dreams and Nightmares

Being in the masters' storage room, which is located directly under their barracks, we can find a book called “Report on the Toy Dealer.” As a result, we will learn a lot of interesting things about this character and receive the corresponding quest. There is an alternative way to receive this task - we talk with Lord Arhu and learn from him about Jefferson, who can help us get into the cathedral. We go to a toy store and convince the seller to cooperate with us. He will give our hero an amulet capable of storing the Source. We fill it out and return to Zanders.

Then we communicate with the merchant again. Again we try to convince him. If successful, he will tell us that to get into the divine tomb we need a special scroll of atonement. Luckily for us, this magical piece of paper is right in the shop on the 2nd floor. Zanders himself will reveal the password to the box with the scroll.

We don’t hang our heads if we failed to convince the puppeteer, because we can simply sneak to the 2nd floor and open the box where the scroll lies. We will need this item and the amulet to open the hatch located in the cathedral.

The last stronghold of the masters

Having reached the barracks belonging to the masters, we see that the paladins are trying to find the secret entrance to the secret room. The hatch they can't find is in a room with a lot of traps underneath a couple of crates.

To the south of the kitchen we can find the ghost of Marvell, who knows the correct password to the hatch, but it will be extremely difficult to get this combination from him, so we try to open the hatch ourselves. To do this, you need to specify 4 phrases in a certain order. In the bedroom nearby there are signs on which these phrases are written, but you will only be able to see 2 of them. The correct combination looks like this:

  1. Purity of thoughts.
  2. Body discipline.
  3. Order in society.
  4. Loyalty to the Divine.

After solving the riddle, we will gain experience, and the ghost will disappear, so if we need a source, then we should suck out their spirit before entering the password. We go into the basement and near the southern wall we find a button that opens the entrance to the masters' treasury. We go down and find another closed hatch.




In the basement we find large paintings hanging on the walls. We move them away, but do not put them in inventory and do not remove them from the walls. Behind them we find 4 buttons that must be pressed in a certain sequence (names of pictures):

  1. Intelligence.
  2. Society.
  3. Body.
  4. Divinity.

As a result, we will gain access to another secret room where the ghost of Hux lives. Next to it we find the White Master's Key, with the help of which we will be able to go to the lower level.

Below we encounter Master Raymond and three Geist bodyguards. Before the battle, he will set everything on fire, so you have to fight him on fire. Having defeated this enemy, we search the room and find the diaries of Raymond and Dallis, in which all the plans of the main villains are revealed. At the same time, a new quest, “Rise of the King,” will begin.

Rebirth of the King

On the lower level we can also find a book lying not far from the table and informing us about who Dallis is going to resurrect. We return to the hall of echoes and talk there with the necromancer Tarkin, who will report that he really helped Dallis, but only under the threat of death. To at least somehow atone for his sins, he will give us the Anathema - this is one of the best two-handed weapons in the game.

Missing prisoners

We enter the prison and talk with the paladins. We find out from them that earlier the masters tried to find out where several prisoners had disappeared. Now the paladins have taken over the matter, but they cannot make any progress on it.

When we deal with Isbeil in the “Secrets of the Dwarves” task, we will be able to find these prisoners in the girl’s laboratory. They will all end up dead, as the life was sucked out of them to obtain the Source.

The power of mercy

On the Nameless Island in the Black Circle camp we can find a letter that talks about Windego. We will be able to meet her again in the underground prison of the masters, located in their barracks. To get to this part of the location, we convince two paladins that we will be able to overcome it.

If we decide to free a woman, then first of all we give her a certain number of coins to improve our relationship with her. Then we press the switch and thereby open the cage. As a result, she will teach us the skill of “Charm the Void Fiend” and inform us that Linder Kemm is now the new general of the god-king and is helping him in promoting the interests of the demons. The dwarf Isbeil also serves the demons.

With the Redeemer scythe, we can free the witch from her oath to the god-king. However, if we have only one of the two scythes (the first can be collected on the Nameless Island, and the second can be found in Kemm’s vault), then we will not be able to help the Red Princess when completing the Red Prince’s personal quest.

Mistakes of the past

We will need to get into the masters' prison, which we can get into through the sewer. First, we use “Ghostly Vision” in the barracks, and then we talk with Winslow. We agree to help him find Banne. The body of this character lies near the sewer. We use the vision again and talk to his ghost. Now we can go inside the sewer.


In a boarded-up room in a small cage we notice a boy whose name is Karon. He is an awakened one, raised by the order, but ultimately decided to go against them. We turn on “Ghostly Vision” and find dead seekers who want to leave the boy in a cage forever. If we break the cage, the boy will attack us and will have to be killed.

If we decide to spare the boy and leave the room, then we will definitely return to it again. We will see that the cell is empty. We go upstairs and head to the western quarter. Here the maddened Karon will attack everyone he meets on his way. We enter into battle with him and kill him. This will complete the quest.

Old means golden

We head to the western part of the city and find, not far from Lord Kemm’s house, a merchant selling antiques and waiting for Appraiser Kat. We go into the mansion and talk to the girl. We convince her to reveal her secrets and she will ask us to find 3 expensive artifacts that are in Linder Kemm's vault. We talked about how to penetrate it in the task of the same name. Inside we have to fight several automata.


After finding all the relics, we return to the Appraiser and receive our well-deserved reward.

Lessons are over

We go to the southeast of the city and find a school there, which was occupied by outcasts and excommunicated monks. We talk with the girl and convince her to show us where the thieves guild is located. Then we talk to Beryl Griff and tell him about Griff, who lived in Fort Joy, to get additional experience points.

This Griff will ask us for a favor - he wants to restore the school, and for this he first needs to drive out all the outcasts. We go to Sister Skory and convince her to leave (we can use force). Next, we return to Griff and take his well-deserved reward.

Secrets of the gnomes

There are several methods for activating this quest, but they all involve getting to the gnomes' wedding, which is held in the northeast of the location. We head to the right place and look for a drunken dwarf near the building, from whom we can bargain for an invitation and get to the wedding. We can also enter this celebration of life through the sewer (beware of the mist spiders) or the backyard. In the latter case, we approach the wise man’s mansion, move to the northern balcony of the building and find pebbles on the left wall, along which we can climb the wall.


Once in the courtyard, we find many corpses killed by fiends of the void. We study the statues to look for traces of monsters near the pipes. We use “Ghostly Vision” and talk with the spirits of deceased guests. Next, click on the wedding cake, which will immediately explode and enemies will come out of it. We destroy them, and then find out from the guard who sent the sweet treat. This donor will be the mysterious doctor, whom we have already heard about from the Tree of Ancestors. It is under his guise that the supreme demon hides. For more detailed information, see the quest “Just what the doctor ordered”.

Next we head into the sewer. To do this, we find the key to her on the dead body lying on the northern balcony of the gnomes’ courtyard, and then we go down to the basement of the house where the surviving daughter-in-law is located, and take from the stand a bottle called “Lulabelle Honey Wine.” As a result, the secret ladder will lower and we will be able to open the sewer hatch.

We head to the second level of the sewer and go east. There we find a strange hole in the wall. We destroy it and thereby end up in the courthouse. There we meet the queen, who was constantly manipulated by her advisor named Isbeil. If earlier we managed to talk with the witch Windego, then we tell the queen that Isbeil works for the Black Circle. As a result, Justinia will not fight us. Next we fight with the gnome and members of the Black Circle. The battle will be difficult, since all the enemies will be at the top. We use the fast movement skill to get out of the pit as quickly as possible.

After the battle, use “Ghostly Vision” and talk with the ghost of Isbeil to find out her motives. Then we find a secret door in the left corner of the hall and find the queen. We talk with Justinia and decide what to do with her. We can attack her, since she tried to poison all the inhabitants of Arx, or spare her, because in fact she was simply manipulated. Next, we examine the room for experiments carried out on the awakened, and go outside.

Consulate

To complete this task we will need a special scythe, the Deliverer. It can either be found in Lord Arhu's dungeon, or assembled from two parts lying on the Nameless Island. Without this weapon it will not be possible to save the Red Princess. As for the consulate building, it is located in the northwest of Arx. To get inside you will need a hero with well-leveled Hacking and Theft parameters. We use it to get to the fountain, and then go to the door, which can either be hacked or opened using the key lying nearby.

Then, with the help of teleportation pyramids, we reunite our team. We use “Ghostly Vision” and find the portal. We pass through it and find ourselves in the arena. Here we fight with the reflections of the villains we could have met earlier. We destroy all the mirrors from afar, thereby avoiding battle.

Then we head to the door and move to another location. We talk with the seeker near the portal and find out where you can find the Red Princess. Using the scythe, we free her from the oath made to the god-king. We use the fiery breath of the Red Prince to create a dragon, and then leave the dream.

5.1. Island

The entire island is a battlefield between the masters and paladins, who settled in the north, and the Black Circle, whose troops occupied the south. There are 7 temples of the Gods on the island: one in the center, the rest around the perimeter. We need to visit them all and pass the appropriate tests. After this, we will be able to activate the devices in the Temple of the Moon and go inside the mysterious Academy.


Quest: Key to Freedom

On the ship we communicate with the rescued succubus Almira, she asks us to find 2 fragments of the Deliverer hidden somewhere on the island.


Quest: A familiar face

If we saved Master Delorus at Fort Joy, we will meet him here on the nearest hill. You can take him with you as a minion, but he won’t be able to help in any way, he has level 9, and he will be killed in every battle.


1. Temple of Ralik (people)

In the center of the island is a human temple. The battle between the masters and the Black Circle takes place here (level 16). Before the battle, one of the fighters will appear in front of us, and we will be able to choose which side to fight on. After the victory, we can talk to the spirit of the Black Circle officer, he will be reborn if we do not absorb his spirit.

Activate Ralik's altar. If we make it a human character, then activation will be free. If we do this with a character of a different race, the curse of “Blindness” will be temporarily imposed on us.


2. Temple of Vrogir (orcs)

In the northwest, on the shore, we find a camp of Black Circle fighters. We can pretend to be avatars of the goddess Almira, and the warriors will let us in. We learn that the orc temple was specially flooded by order of the command. We can convince the soldiers to cancel this order. The Portal Master will remove the water, and the entire squad will leave the island.

Vrogir's refuge. We jump over to a separate area near the waterfalls, take ancient key. With the found key we can activate the blue lever and open the secret door, behind it is the Armory, there are several useful things in it. On the main path we find notes that you need to go only along the illuminated sections of the path; there are many traps in the dark sections. On the right hill we dig up a cache, there lies Artifact of the Eternals. When we activate the altar, we will spend almost all our health.


gloomy cave

On the northern shore we go right to a dead end, there we find a cave. Stored inside Ancient Blade of the Eternals. But as soon as we take it, 4 eternal defenders will attack us (level 17). These are mechanical devices that attack with electricity, so good shock resistance is needed. Before the battle, it is better to leave long-range warriors at the top and shoot enemies from there.


3. Temple of Zantezza (imps)

Quest: Like a clock

There is an item missing on the pedestal. We turn on the world of spirits, the ghost of the imp will tell you that the enemies took the gem towards the Black Circle camp.

From the Temple of the Moon we go west, we see two dogs sniffing a large ruby. We can distract the dogs with a piece of meat and take the stone from them. We return to the temple of imps, put the stone in place.

Pocket World of Zantezza. We find ourselves in a mechanical device inside the crystal. We drag the boxes onto the two buttons in the first round room. Some doors do not open, we teleport through them and open them with levers. Time flows slowly here, to speed it up, in the eastern hall we turn the “Hyperactivity Protocol” valve. On the left there is an “Emergency flushing” valve; do not touch it, otherwise the entire device will be filled with the fog of death. When we get to the center, the security system will turn on, and in order not to die, we quickly touch the core of the device. After this you can walk calmly. The device calculates the answer to the question “What is the Universe?” In the room with the core, we activate the altar of imps and leave this world.


On the northern path is a detachment of the Black Circle, which is led by the fat man Bilingual (level 16). He has an aura of damage reflection, we kill him first. We take it from him Dark Mirror of the Black Circle.

At the entrance to the elf temple there are 4 howling enemies. To get through, you need to go around the island and search all the corpses of the masters, some of them have wands of deliverance with the “Purification” spell.


4. Temple of Tyr-Tsendelius (elves)

Elves greet us at the entrance. We say that we are awakened, or we work for masters. There are two monsters on the left that you can trade with. Near the altar the last tiger will attack us. We activate the altar with the elf, or we will receive damage.


Quest: Unusual visitor

We learn from the soldiers that Alexander landed on the island and took up a position in the north. We find him at the top of the elven temple. At the same moment, Gareth will reach him. We decide which side to take: to help Gareth avenge all those killed, or Alexander, who separated from the witch Dallis and now acts independently.


Quest: Mother Tree

If there is an elf Sebilla in the party, in the elf temple she will be summoned to the main tree. From the scion of the tree we receive the task of killing the Prince of Shadows and bringing his heart to the Mother Tree. And on the way out, blind Saheila offers another option - to destroy the heart of the Mother Tree in order to free the elves. We'll complete the quest a little later.


5. Temple of Amadia (wizards)

We jump to the southwestern temple, located on a separate island. We climb higher and higher along the vines, to the Temple in the Clouds.


Quest: In the clouds

There is a statue of Amadia at the entrance, we can get random auras from it. We jump over cliffs and dodge spontaneous flying golems. We press buttons at dead ends to remove force fields from the path. We enter the portal in the center. We do the same on the second half of the temple. In the northern dead end on a separate island we can find Engraved stone. We meet a couple of Amadia's followers. If there is Fain in our squad - the avatar of Amadia, the followers will give us gloves of the goddess. In the center we activate the altar.


Ancient cave

On the southern dilapidated site we find the entrance to the cave. Inside there is only the spirit of the murdered awakened one, he failed to cope with some task, but he doesn’t tell us.


Outside, the crab Brave Empyreo is walking nearby, he is looking for the crab Septa the Inscrutable, which we saw in Fort Joy. Both consider themselves awakened, and also compete with each other.


6. Temple of Zorl-Stissa (lizards)

We just activate the altar. If we do it with a lizard, everything will go painlessly, if we do it with another race, we will get a temporary curse.


To the right of the temple is the camp of the lizard Prince of Shadows (level 16). If Sebilla is in the party, she will be the first to speak to the killer, and then we will have to sing her song to free the killer from the power. In battle, we can use Alexander's cape to find invisible enemies.

If there is a Red Prince in the squad, after the victory we communicate with the spirit of the killed Prince of Shadows. Let's find out why he tried to kill the red man: the Red Prince and Princess will give birth to offspring in the form of dragons, and the lizard race made a promise to prevent the reappearance of these powerful creatures. We learn from the Prince of Shadows that Sadha has contacted the Black Circle, and she must be somewhere with them.


Quest: Mother Tree (continued)

Having killed the Prince of Shadows, we take his heart to the elf camp. (First you need to get the “Mother Tree” quest, and only then kill the Prince, otherwise the quest item will not appear).

Option 1. On Saheila’s advice, we attack the priestess, destroy the tree, and eat the heart ourselves.

Option 2. We give the heart to the scion of the tree, we get a special talent “Deep Roots” (+3 to memory).


7. Temple of Dune (gnomes)

Around the temple, the whole earth is cracked, lava flows from the cracks. We can jump over these obstacles using various movement spells. There are stone statues inside the temple, if you approach them, they will attack, but the turn-based mode will not turn on. At the end of the temple we kill the damned knight of Dune, examine his spirit, he will ask to absorb him. We activate the altar.


Quest: The Observer's Mercy

An undead observer north of the temple asks us to kill an awakened gnome who has been corrupted by the void. We bring him evidence of the dwarf’s death, and we receive an Observer’s Amulet with the “Guardian Angel” skill.


Quest: White-faced

White-faced is the leader of the Black Circle. Having visited Alexander, we can get from him something that will help defeat White-Face - this is a hood that dispels illusions.

Using any black mirror, we pretend to be his slaves and find out the approximate location of his cave - at the base of the mountain, west of the Temple of the Moon. We arrive at the place, the entrance is guarded by the troll Kurg (level 16). It is impossible to persuade him. In battle, he constantly regenerates using troll blood. His treatment cannot be stopped, since the damage does not affect him. He is almost invulnerable, but there is lava nearby, and we can kill him in one turn by simply teleporting him to the rift.

Black Circle Camp. There is an empty altar inside the cave; nothing can be done with it. Behind the altar there is a huge illusion stone, we can remove it by using the hood from Alexander. White-faced (level 17) is protected by 3 warriors of the Black Circle. In battle, he can be resurrected at least once. After the victory, we take his head, we can take it to Alexander to get a hint from him on passing the altars.


Quest: The Power of Mercy

In the side halls of the Black Circle camp we find the witch Windego, who sank the ship, we kill her again. It is impossible to absorb her spirit; she immediately disappears from us.


Temple of the Moon

Having visited all 7 altars, we go east to the Temple of the Moon. There are 7 pillars corresponding to the gods. They need to be set to the correct value, either “Sun” or “Moon”. While visiting the altars, we learned which God corresponds to which luminary.

After this, all that remains is to activate the lever. To do this, first we place a special device on the floor plate with the image of lightning - the Phase Capacitor (many of them can be found in the northern cave and several more in other parts of the island). Press the lever and the gate to the academy will open.


Secret path to the Academy

In the southeastern part of the island we can explore individual islands of land. We jump along these islands to the far right platform and climb up. We find treasure there, dig it up, and go down the hatch. This is the Abandoned Service Tunnel - a secret passage to the Academy that allows you to get there without even activating the 7 altars.


Before entering the academy, a showdown within the squad will begin. If our relationship with the character is at a high level, then he will recognize our power and continue on his way as part of the squad. If the attitude is low, then the satellite will decide to become divine himself and will separate from us.

(To avoid conflicts in the squad, before entering the Academy it is better to return to the ship, use the magic mirror, and redistribute all social skill points to maximum “persuasion”. This way, in a conversation, we can convince any renegade, and save the entire squad).

Back to school(Back to School)
Login to the Academy.
We visit 7 altars, activate the Temple of the Moon.
Who else?(Chosen)
Convince the party to allow you to ascend.
Before entering the academy, companions will want to separate or stay with us. If the level of relationships is high, they will remain. If no one leaves the squad, we will get the achievement.

5.2. Academy of the Council of Seven
Divinity Original Sin 2. Walkthrough

At the entrance we are greeted by the Delegate of the Void Fiends. He tells the motives of the fiends, and that the Gods took someone else’s power, which the void wants to return. If there is Fain in our squad, he will have the opportunity to go over to the enemy’s side.

Promise(The Promise)
Swear an oath to the Covenant.
In the hall of the academy we will meet the Delegate of the Evil Creatures. If the main character of the squad is the undead Fein, then it will be possible to take the side of the enemies.
Until the seventh generation!(Curse Thine Enemies)
Use a curse.
If we went over to the enemy's side with Fain, the spell "Blessing" will be replaced with "Curse". We use it on any creature.

Teacher's lounge. We enter the right room, there are dead teachers here. Each of them can pump up our characteristics, while weakening another characteristic. We put it on the panel at the far wall Phase capacitor, a laser beam will appear. We turn the mirrors in the rooms to bring the beam to the pillar.

In the second hall, in one of the tables we find Warehouse key, with him we can go into the western locked room, there are several useful things there.

We reach the pillar where the beam arrives. Let's put more two phase capacitors, press the lever and find yourself in the hall of heroes.

All the story characters that we could take into the squad gathered in the hall. If Alexander or Gareth survived, they will also be here. We can lure Alexander to our side if we previously killed White-faced for him, and we have well-pumped conviction and one of the necessary characteristics. Having prepared for the competition, we turn to the mechanical Eternal Judge.


Arena of the Chosen

All the chosen ones appear on the left side of the arena, we need to run to the right side, where the Key to Divinity is located. The path is blocked by two eternal guards (level 17), and all the chosen ones attack us along the way. If we completed all the additional quests, then the other chosen ones will be less pumped up, and there will be no problems.

But in the finale it is not divinity that awaits us, but the attack of Dallis Sledgehammer. If Alexander is with us, she will kill him. Dallis, using the Etheran weapon, will destroy the Key of Ascension in front of us, and then immediately leave.

The arena begins to collapse and is gradually flooded with deadly lava. And our shadow doubles - the incarnations of the Gods - enter into battle with us. The forces are equal, to win you need to use more effective attacks and spells. The last remaining shadow will turn into the Source Titan (lvl. 17) - a powerful but clumsy enemy. We slow him down even more and kill him.

After the victory, Sickness will contact you. We quickly get to her beacon on the upper platform, avoiding the lava puddles. The disease will fly into the arena on a ship and take our squad to a safe place.


Ship "Lady Vengeance"

On the ship we can spend a stormy night with one of our companions. In the morning we communicate with Illness. Her task in this whole story is to maintain a balance between various forces. Soon the Ailment will take us to the city of Arx, where the witch hid.

6. Hunt for Dallis

Side quest selection menu in Chapter 6:
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6.1. Coast
Divinity Original Sin 2. Walkthrough


Pilgrim Camp

The ship landed on the top of the hill, we go down from it to the shore. Below there is a pilgrim camp in front of the city, but there is nothing interesting in it. There are many monuments to Lucian the Divine on the roads.


Harbor

On the right is a separate large harbor, which was captured by the kraken. The monster itself quickly disappears into the water, and leaves 6 Deep Void Flayers on the shore (level 18). While these are too strong enemies for us, first we go to the city in the north, buy there the most powerful weapons and armor with resistance to water and freezing. We return and destroy the monsters. The best tactic against them is to scatter a cursed fire underneath you at the very beginning, which cannot be extinguished, so that the monsters cannot constantly freeze us.

After the victory, we search the crashed ship "Mr. Horror", from one of the masters we find Precious Key. We interrogate the spirits on the shore, some of them will tell you that they saw Dallis getting off the ship.


Quest: Fall of the Hammer

Dallis the Hammer is somewhere in the city, sneaking into Lucian's tomb. We must track her down or get ahead of her.


Quest: Battle at the Gate

Ahead are 5 Vampires of the Void (level 18) fighting with the paladins, helping people fight off the monsters. After the victory, the paladins will appreciate our help and let us into the city.

6.2. Arx
Divinity Original Sin 2. Walkthrough


Quest: Linder Kemm's Vault

In the central square we examine the artist, next to him stands the spirit of his father Hubert Duba. We learn from the spirit that the local lord has a very valuable painting in his collection, “The Second Passion of the Lucians.”

At the lord's estate we will meet Appraiser Kat, she is also looking for a secret warehouse with a collection of paintings, and can help us.

On the second floor there is a lord's dog, a couple of guards, and a couple of locked doors. In the central room there is a Key to Mrs. Kemm's chest, you can only get it with telekinesis. There is no hatch to the basement in the house itself; we will find it in another place.


Quest: Execution

Inside the city we see that the paladins are killing all the masters because one of them contacted the Black Circle. In the courtyard of the barracks we see a public execution. The girl Marie asks to save Paladin de Selby. Convincing Lord Linder Kemm is very difficult.

Option 1. We persuade him to forgive, but in the end he still executes the paladin because she refused to kill defenseless masters.

Option 2. We propose to replace the execution with exile, and the paladin girl will remain alive.


Quest: The Power of Mercy

In the barracks we go down to the underground prison. We convince two guards near the western grate and go down to the floor below. In a special magical chamber we see the locked witch Windego. We can convince the paladins that we will conduct further interrogation ourselves. After this, the witch can be killed or released. For her freedom, the witch will teach the skill “Enchant the fiend of the Void” and tell you that the new leader of the dark God-King has become the supreme paladin Linder Kemm. Commanding the paladins, he secretly advances the interests of the demons. The gnome Isbeil also submits to the demon.


Quest: The last stronghold of the masters

We inspect all the premises of the barracks. On the south side in the kitchen we find the spirit of the cryptographer Marvell, he boasts of his encryption. Near it in the lower left corner we remove the blockage from the boxes, under them we find a locked hatch. To open the hatch you need to enter a sequence of 4 phrases. In the next bedroom there are signs with these phrases, but only two of them are visible. The remaining two need to be selected by search. Correct answer:

1. Purity of thoughts.

3. Body discipline.

2. Order in society.

4. Loyalty to the Divine.

In the basement near the southern wall near the cabinet we find a button, it opens the door to the masters' treasury. There is also a hatch even lower, but it is locked. There are 4 large paintings in the basement, we move them aside, but do not take them or remove them. There are 4 buttons behind the pictures, they need to be pressed in the correct sequence, according to the names of the pictures:

1 - Mind; 2 - Body; 3 - Society; 4 - Divinity.

After correct input, another secret room will open, in it is the spirit of the white Master Hux, near him we find White Master's Key. With the key we can get to the lower floor.

Master Raymond (level 18) and 3 Geist bodyguards hid at the very bottom. First, he sets the entire room on fire, and you will have to fight in the fire. After the victory, we read Raymond's diary and Dallis' diary. They contain all the plans of the masters: they decided to completely eradicate the entire Source, Divinity and Emptiness in order to save the world. To do this, they forced the necromancer Tarkin to revive King Brakk (he now accompanies Dallis as a dark-cloaked assistant). A little later we can ask Tarkin himself about this on the ship. We can report the information to the lord of the paladins, he is also a villain, but his plans are slightly different.


In the barracks in the central room we talk to the spirit, he will tell you that he took one of the masters out into the street. Let's find it on the east side, below, near the sewer pipe. Having searched the body of this master, we will find Chest key in barracks prison.


Quest: Consulate

In the northwestern part of the city there is a burning quarter - the lizard consulate. Inside, 3 damned living dead lizards constantly appear from the fire, no matter how many times we kill them. There is no use in fighting. We can sneak past them unnoticed to the north, into the garden with a fountain. We turn on ghostly vision and enter the Dream Portal.

In the arena we break all the mirrors, thereby opening the passage. The Red Prince communicates with Brahmos.

The collapse of a dream(A Dream Undone)
Red Prince, 1 ending. Kill the Red Princess.
In a conversation with Sadha, select “the eggs must be destroyed” (the Red Prince has become hostile). Win the battle, destroy the egg and use the portal.
All-father life-giving(All-Father, Life-Shaper)
Red Prince, ending 2. Become the "father of dragons".
In a conversation with Sadha, select "urge him to agree." Select the Red Prince, when interacting with the egg, “breathe fire” and use the portal. *The achievement can be obtained without having the “Empty Promise” scythe in your inventory.

Sebilla. Northeast, near the ships.


House of the wisest

Cranley Hubert is the creator of the encyclopedia. Asks questions about the history of the world of Rivellon. In the far room we notice a separate board on the floor, under it we find Key to the wisest's safe. Correct answers to the questions:

1. Three main houses rule the Ancient Empire: the House of Law, the House of War... and what is the third? - House of Dreams;

2. In what year did our savior, the Divine Lucian, leave us? - 1234;

3. What was the name of the first king of the dwarves? - Tenax;

4. King Brakk, the sorcerer of the Source, who ruled in time immemorial, had a twin sister. What was her name? - Cassandra.

When we answer all the questions, Hubert will invite us to his basement. There we tell him one of our stories. As a reward we receive any high-level skill book of your choice. Here in the dungeon there is a chest that can be opened with the found key.


School in Arks

Quest: Lessons are over

In the school building we communicate with Beryl Griff. In the conversation we answer that we met her husband Griff at Fort Joy, and that he is doing well. Beryl will be delighted and ask us to put the school in order - to clear it of drug addicts. It is impossible to come to an agreement with them, we kill them to complete the task.


old lady's house


Black House

Quest: Just what the doctor ordered

Doctor Deva, who was mentioned on Blood Moon Island, lives inside. If we killed White-faced, then the doctor will let us into his house. It's dangerous to enter, so save before doing so.

The doctor is served by people with names of notes instead of names. In the conversation, the doctor will offer to conclude an agreement: help in the fight against Dallis for half of the divine power. If we agree, we will have to seal the agreement with blood. If we refuse, the doctor will attack us. Behind his mask is the supreme demon Adramalich himself (lvl. 20). But we are not ready for such a battle yet.

If there is a demoness Lowse in our squad, Ailment will meet us in front of the Black House, we communicate with her. In the demon dimension, we need to extinguish all the candles, kill all the orderlies. Then we talk to the Doctor and kill him.

Demon's Embrace(Demon's Embrace)
Lowse, 1 ending.
Accept the demon.
No doctors(An Apple a Day)
Lowse, 2nd ending.
Exorcise the demon.
Signed in blood(Deal with the Devil)
Make a deal with Adramahlihk.
We arrive at the Black House in the east and talk to the doctor.
Doctor, heal yourself!(Doctor: Heal Thyself)
Defeat Adramahlihk.
In the Black House we refuse the doctor’s services and kill Adramalich.

6.3. Dungeon
Divinity Original Sin 2. Walkthrough


Quest: Wedding invitation

In the central square near the northeastern building we examine a drunken girl, she talks about the wedding of the gnomes. We can negotiate her invitation to the wedding, but they won’t let us through.


Quest: Secrets of the Dwarves

You can get to the closed courtyard of the gnomes from the east side. We approach the house of the wisest man, teleport to his northern balcony. Here on the left wall we will notice stones along which you can climb to the wall.

There are many dead in the gnomes' courtyard, and in the center there is a wedding cake. If you touch the cake, it will break up into several wind-up toys; we destroy them from afar. Under the cake we will find a note from Dr. Dev. On the northern balcony of the gnomish courtyard we search the body, we find Sewer key and a note about wine with the name of the pig.

We enter the house and communicate with the surviving bride Isla Gall. We go up to the 2nd floor, where her father Michel Ros is getting ready to leave the city. In the back bedroom we find Lulabelle the sleeping pig. In the kitchen of the house we secretly go down to the basement and take a bottle from the wine stand." Honey wine Lulabelle". From this a secret staircase will appear, we climb over the wall, we find ourselves in the sewer.

Sewerage. All basements are filled with boxes of death fog. We enter a room with cobwebs, we are attacked by 4 spiders (level 18).

In the eastern part you can enter the side room, there is a children's guild of thieves, the children set 3 trolls on us (level 18). After the victory, we examine all the treasures, take An unusual picture. This is Lord Kemm’s repository, and the original painting we need.

After going through the entire sewer system, we find ourselves in the underground residence of the gnome queen Justinia, with advisor Isbeil sitting next to her. If we previously interrogated the witch, now we can bring Isbeil into the open - she works for the Black Circle. Justinia, having learned about this, will not participate in the battle. Isbeil will put us in a pit with acid and torture us. After a couple of moves we come to our senses and begin the battle.

In battle, it is important for each character to have the skill of fast movement in order to get out of the hole. Once at the top, we can teleport and throw some gnomes into the pit, where they will not be in the way for several turns. We don’t use mass spells so as not to accidentally break the boxes with the fog of death; they are not dangerous for the undead, but they will kill us immediately.

After winning, we find a secret door on the left side of the hall. We meet Queen Justinia, we can kill her for trying to poison an entire city, or let her go, blaming all the blame on Isbeil. If there is a dwarf Beast in our squad, this choice will be fateful for him.

We examine the room for experiments on the awakened. When we return to the surface, one of the passers-by will invite us to the doctor’s house.


Quest: Mistakes of the past

Sewerage under the prison. We find a ladder in the main sewer and climb into the prison sewer. In a boarded up room in a special cage we find a locked boy named Karon. This is an awakened one, raised by the order, but turned against them. In front of him is a pentagram of bowls with fire; they cannot be lit. The pentagram will light up only from the Meteor Shower spell, after which the boy will be free.

If we return to the hacked room a second time, we will see that Karon has been transferred from this place. And when we rise to the surface, in the western quarter we will see the attack of the liberated Karon on the local residents. Kill him and the quest will end.

6.4. Path of Blood
Divinity Original Sin 2. Walkthrough

Temple of Lucian

Quest: Search for Lord Arhu

In the right room of the temple, we can agree with sister Avenny so that she gives us the key to Arhu’s chambers.

We go to Arch, it’s a mess inside. On the balcony under the place for the cat we can find a very strong dagger. Just below the balcony we find dog ball. On the way back we will be met by paladins and accused of attacking Arha, but with good persuasion skills we can avoid prison.


Quest: Urgent matter

In the left part of the temple we communicate with Charlie the dog, we learn that Lord Linder Kemm threw the ball in the room to Arhu, and he is to blame for its disappearance. But he won’t admit to anything, we need to look for additional evidence.


Quest: Search for Lord Arhu (continued)

On the southeastern shore of the city we find a hatch, below we find a secret behind the wall, we convince Big Tomorra to sell the painting.

In the Kemm gardens to the left of the water pump we find a lever and go down the hatch. At the southern wall we turn on the world of spirits and place the picture in the space that appears. Inside the room we take the painting “Responsibility”, click on the book “The Tome of the God-King”. We go down and place the picture in front of the statue. Next to Arhu we turn on the world of spirits and absorb souls.


Quest: Master of Dreams and Nightmares

Toymaker Zanders is hiding something in his home.

On the eastern shore, under a wooden pier, we will find an escaped living toy, she will tell you about dead people in the toy maker’s basement, about many levers and a safe path.

From the western side of the house you can climb a vine to the second floor of the house. The rooms are guarded by two dolls, and if we open the cabinets, new dolls will come out of them. Nothing interesting was found at the top.

In the masters' basement under the kitchen we find the "Report on the Toymaker." With this book we go to Zanders, we talk about the Path of Blood.

We take the amulet from the toy seller, fill the amulet with the Source, and return it. We convince Zanders, take the filled amulet and the “Scroll of Atonement”. On the 2nd floor of Zanders, on the table near the southern wall we write the word “Hydra”.

Let's go to the Temple of Lucian. On the column opposite the left tomb we find a button, insert the amulet, read the scroll.


Path of Blood

Brother Lyle in the temple will tell you the rules of the pilgrimage. Only an ideal person without sins can walk the path of blood. Before we start, we save, because the doors will close behind us and there will be no turning back.

Opposite the left grave on the column you can find a hidden button. After clicking nothing happens. There is a recess above it, but it is not known why. In the left pool with blood at the bottom there is a hatch, but nothing opens it.

The Lucian statue will ask 4 questions about sins:

1 - Did you steal? - You would never take someone else's.

2 - Have you killed? - You don’t kill those who are innocent of anything.

3 - Have you served the void? - You would never do something like that!

4 - Do you respect the soul? - You have always respected someone else's Source.

The correct answers are not important, what matters is what we actually did in the game. If we have committed a sin, we will die.

To easily get a sinless character, we can return to the ship and take a new companion there. You can hire a non-story character of any class from the lizard Sergeant Zrill, but to do this you will have to make room in the squad. The newborn hero will be innocent of anything, and he will easily pass the Path of Blood.



Lucian's Tomb

Before us is a puzzle with pipes. You need to bring three different liquids to three bowls on the other side. We try to do this, we see that one liquid is missing. Above the central hatch we use the spell “Bloody Rain” or hit each other, after which we use the magic of the Source “Blessing” on it.

The puzzle itself is controlled from the altar. Answer option 1 - start the fluids, 2 - turn the pipes, 3 - return everything to its original state. We change the location of the pipes on the stone tablet; we can see the changes themselves only below on the real pipes. When all three liquids reach the bowls, a downward hatch will appear.

A series of sufferings. We pass forward, agreeing with the door.

Death Room. In the two-story hall there are many levers and Battle Puppets of the Source (level 20). Enemies are easily killed, but it is useless; new ones immediately appear in their place. During the battle we need to press the correct combination of levers. Each lever has a name, they all start with different letters. At the prompt of the runaway doll, we could find out that we need to use the levers to enter the word “RIGHT”. The combination itself looks like this:

After this, the dolls will disappear and the gate will open. When we go down the next stairs, the chapter will end.

7. Divinity


Quest: End of Times

Illness supports us with prayer. If we left Tarkin alive and helped Amelia with the scythe, they will also be here constantly strengthening our Source magic.

In the hall we communicate with Lucian the Divine and Dallis the Eternal. Let's find out all the secrets of the forces of light. Lucian acted out his death and began to quietly pump out the Source from all 7 Gods, as their main avatar. Dallis is one of the Eternals who works for Lucian. Fane and Virgo are Dallis' parents. She collected the Source from all mortals. Together they tried to remove the entire Source from the world in order to return it to its place, and protect the entire world from the impending void.

If Ifan is in our squad, we will find out that he has personal scores with the god Lucian. We have the opportunity to fight him or forgive him.

Wolf avenged(A Wolf Avenged)
Ifan ben Mezd, 1 ending.
Kill Lucian.
Let's make it up!(Fool Me Once)
Ifan ben Mezd, ending 2.
Forgive Lucian.

The cloaked figure - King Brakk emerges from obedience. The god-king sends the kraken and already killed leaders to his aid: the elf White-faced, the dwarf Isbeil, the man Lord Kemm. Lucian and Dallis, who has turned into a dragon, are fighting on our side. Ordinary strong warriors also constantly appear, both from our side and from the enemy side. Our task in this battle is to survive while the gods sort it out among themselves. In a few turns, Brakk will be destroyed, and along with him his pet kraken.

Endings
Divinity Original Sin 2

1 – Submit to God King

If we have Fain in our squad, and he switched to the side of the void, after victory he will have the opportunity to transfer power to the God King. With any other character, we can simply refuse divinity and lose the battle to King Brakk - the result will be the same.

Eternal Salvation(Eternal Salvation)
Fein, 1 ending.
Return the Eternals to Rivellon.
The adventure begins...(The Adventure Begins...)
Fein, ending 2.
Embrace a strange new world
Return of the King(Return of the King)
Submit to the God King.
Ending 1 is bad. Refuse divinity, or take divinity by Fein the renegade.

2 - Share Divinity with the Doctor

If we previously entered into a contract with the doctor, now he will appear and demand his part of divinity. It’s too late to refuse, we agree. Lucian and Dallis will die immediately. We will become the new God, and the doctor will become the new Supreme Demon, creating a new balance between good and evil.

After this, we walk around the ship and communicate with the surviving characters: Malaise, Tarkin, Khan, Fane, Lady Vengeance. The characters don't take us seriously and consider us a puppet of the demon.


3 - Ascend

We are turning into a new God. This option suits the Illness. Tarkin and Fane are unhappy, but they are not going to fix anything.

Ascension(Rise)
Ascend.
Ending 3.

4 - Share the Source with all of Rivellon

Every creature on Earth becomes a sorcerer of the Source. In this ending, all the companions achieve their goals using magic. All the characters on the ship are unhappy.


5 - Clear Rivellon from the Source

Magic completely disappears from the Earth, life becomes very ordinary. Only Tarkin is happy with this, relying on exact sciences and his own knowledge.

Epilogue
Divinity Original Sin 2

In the epilogue we watch a video about the fate of all the other characters in this story. The content of the video depends entirely on what actions we performed throughout the game.

Fate of races: Lizards, Dwarves, Elves, People, Black Circle.

Fate of locations: Fort Joy, Driftwood, Blood Moon Island, Black Mines, Nameless, Arx.

Fate of the companions: Beast, Lone Wolf, Demoness, Fane, Red Prince, Sebilla.

The fate of minor characters: Khan, Succucb and warrior, Malaise, Tarkin, Black Elf, Demon Hunter, Blind Elf.

The fate of the main character.

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On the shore, talk to the survivors. The illness will give a task "Hammer Falls". Jaan will tell you that he will go to deal with the Doctor. Also, if you wish, you can visit “Mistress Vengeance” in the Halls of Echoes, using the altar of wanderings. Continue north. First you will get to the pilgrims' camp, but there is nothing particularly interesting there. To the east there will be a harbor. As soon as you get there, the Kraken will disappear into the water. Only fairly strong opponents will remain: the deep devourers and predators of the Void. Use fire skills in battle, and dealing with them will not be difficult. Turn on spiritualism and talk to the spirit of the paladin defender standing on the wooden pier to get more information on the quest "Hammer Falls". Also go to the crashed ship. Take the precious key from the master's corpse and use it to open the chest on the upper deck to read an official-looking letter.

We go northwest to the bridge. There you will see civilians running away. We cross the bridge and see the battle between the paladins and the vampires of the Void. Help the paladins, and you will be thanked (the quest will begin and end "Battle at the Gate"). However, under no circumstances should you hit any of the paladins with a spell or attack, otherwise they will become enemies. After the battle, talk to your companions and Captain Ana Orell. She will direct you to Lord Kemm in Arx.

Go through the arch to the east. There, Lord Kemm attempts to execute Paladin de Selby. As soon as you get closer, a woman named Marie will contact you and ask you to stop the process. The quest will begin "Execution". Talk to Kemm. If you sent a war owl to the Black Mines, this will help you in negotiations. It is also necessary to have a high level of persuasion to stop an execution. Talk to Marie to complete the quest and receive your reward.

The Master's Last Stronghold / The Power of Mercy

Go to the southern building. Talk to Paladin de Blanchefort and you will find out that her bleeding does not stop. Turn on spiritualism, and you will see the spirit of the master-priest nearby. Convince him to stop and the paladin will be healed.

Go down the stairs to the dungeon and talk to Paladin de Selby if you saved her in the quest "Execution". She will give information on the task "Linder Kemm's Vault". Also talk to the paladin-keeper, and you will find out that some of the prisoners have escaped (the quest will begin "The Missing Prisoners"). In the western part of the dungeon there will be a staircase to a lower level. Talk to the paladins and persuade them to let you in. Windego, whom we have already met, is being held there. Here we are waiting for the continuation of the quest "The Power of Mercy". Go down and go to the cage with a magical barrier. Talk to the Wise Olivia. You will need either the Mystic tag or a high level of persuasion to ensure that the paladins leave without bloodshed. Use the device to the right of the cage. If in Fort Joy the collar was removed with the help of the blacksmith Nebora, then use this option, otherwise you will have to spend an Origin point. Talk to Windego. If you release her, she will give you the skill book “Enchant Voidfiend,” which does not require any conditions of use. She will also give information about Kemma and the quest "Hammer Falls".

Go outside and go to the barracks to the east. There, turn on spiritualism to talk to the spirit of Master Wainslow.

Next, go to the sleeping area to the south, where the fire was started, and then to the kitchen. There will be a hidden hatch in the corner under the boxes. Remove the boxes with telekinesis and interact with the hatch. The quest will begin "The Last Stronghold of the Masters". Examine the castle and choose the answers one by one, as in the combination: 1-3-2-4. Go inside and you will find yourself in the masters' archive.

From the stairs, go to the room opposite the stairs and read the book “Report on the Puppeteer” on the left side of the table. This will start the task "Master of Dreams and Nightmares". Also remove 4 paintings from the wall in this room to reveal buttons behind them. They should be pressed in the following order: mind-society-body-divinity. A secret door in the western part will open. There, talk to the spirit of the white Master Hux. You learn that the gnomes are planning something in the sewers. Also read the book on the table behind the spirit ("Open Report"). Also in the southern nook of the location in the table, find the key to the chest in the archive; the chest itself is hidden in a secret room. To get into this treasury, you need to press the button on the wall (it will become visible with high perception in the south-eastern part of the room. There is also a hatch that leads to the lower level, however, using this move, you will immediately be ambushed by three Geists and Master Raymond , if you didn't kill him in the Black Mines. An alternative path is along the stairs in the northeastern part of the location. You should not use fire spells in battle, because oil is spilled everywhere, and when it catches fire, a lot of notes will be destroyed. From the notes Most of all are interested in: a letter to Remond (lying on the floor near the stairs in the eastern part), notes from the white master about the meeting (in a pile of books in the northern part), as well as on the table in the center, Raymond’s diary, a book of reports (Master Dallis’s report), and also a diary with a note (Dallis's personal diary) that will start the quest "The King Reborn". You can also communicate with the spirits of the masters and the merchant Eithne, who was undead in the monastery forest near Driftwood. Return upstairs to the barracks and tell Lord Kemm that you found Raymond. This is the quest "The Last Stronghold of the Masters" will end. Teleport to the Lady Vengeance in the Halls of Echoes and speak with Tarkin. He will give you the Anathema, and the task "The King Reborn" will be completed.

Lessons are over

Talk to Beryl Griff at the school in the southeastern part of the city near the barracks. If you pass the persuasion check, she will ask you to get rid of the intruders. To avoid hacking anything, go to the adjacent school room through the eastern doors. There, talk to Sister Skori. With a high level of persuasion, she can be forced to leave school. Return to Beryl Griff and complete the quest.

Secrets of the Dwarves / Mistakes of the Past / Missing Prisoners

North of the school you can go to Cranley Hubert's house. He will offer a small check. For correct answers you will be taken to his basement and receive a reward. Right answers:

  1. House of Dreams
  2. Tenax
  3. Cassandra

In the basement, talk to Cranly Hubert again to receive your reward, also check his chests. On the table near the western wall you can take the key to the house of the wisest, so that you can exit through the northern locked door. There, with high perception, you can see a climb up the wall into the neighboring courtyard, where there was a wedding with many corpses. Turn on spiritualism, talk to the spirits and examine the cake. Several wind-up toys will appear that will explode upon death or when they run up to you. Try to kill everyone at once from a distance. After the battle, talk to the royal protector who came to you (quest "Just what the doctor ordered"). Read the letter in the cake. Also on the balcony in the courtyard, inspect the body near the tables with treats. Read the letter and take the sewer key (even if you missed it, you can take the second one later). Also, one of the corpses next to the benches will have the key to the chest near the Swift-footed wolf. Enter the building from which the royal protector came out - this is the mansion of Michel Rosa. Inside you can talk to the bride, her husband on the balcony, and on the second floor - with Michel Ros himself. To convince him, you need a conviction of at least 6. From his house you can go straight into the sewer - through the hatch on the first floor you will find yourself in the basement, and from there straight into the sewer.

You can also get into it either through the street (the entrance is located near the body of Master Brannt on the shore southeast of the barracks, the spirit of Master Wainslow was talking about him. You can take the key to the chest in the prison from the body, and also talk with his spirit if you turn on spiritualism, this will continue the quest "The Missing Prisoners") or from the upper level of the prison in the barracks in the northeast cell. Inside you will find an altar of wanderings, and to the west there is a descent to a lower level. Also to the south behind bars you can see a cage with a boy named Karon. To get to him, either use teleportation or break the door. Talk to the boy in the cage and the quest will begin "Mistakes of the Past". Next, use spiritualism and talk to the spirits of the seekers. It turns out that the boy is not so innocent after all. If you want to fight him, then use the fire skill on the braziers around which the spirits stand, but so that they all light up at the same time. After a short conversation, a very difficult battle will begin, because... In addition to direct damage, Karon's assistants will try to use charm on your heroes, so watch out for magic armor. It is also recommended to immediately disperse the characters before lighting the braziers. Karon can summon killed assistants, so attack him first, and then deal with the remaining enemies. Behind the cage behind the bars there is a hidden chest - you can get it by teleportation. There is a boarded-up passage near the braziers - destroy the boards and break open the door (or find the key at a deeper level of the sewer), and you can get into the barracks prison (there, attack a section of the wall to get inside).

Go down the stairs west of the altar of wanderings. Here you will encounter four spiders. The greatest danger is posed by two fog sliders, because... After death, a fog of death appears around them, which will lead to the death of nearby characters. To the north you will see many boxes with death fog. Talk to the rat, and also, using spiritualism, with the spirit of the gnome thief to get the continuation of the quest "Secrets of the Dwarves". If you perceive enough, you can also notice a hidden door in the wall. There will be children and trolls inside. Big Tomorra will immediately speak to you. If you can convince her, then there will be no fight. Otherwise you will have to fight the trolls. You will notice an unusual picture near the troll playing the piano. She is needed for the quest "Linder Kemm's Vault". You can try to steal it, or you can buy it for 10,000 from Big Tomorra. You can also find out from her how to get into the storage facility. If you go further to the west, then through the door, which is located on a hill, you can get into the basement of the Michel Rosa mansion.

Let's explore another part of this level. From the hall where the spiders were, go through the door in the northwest, behind which you can see many pressure plates. In order to avoid damage, use teleportation with one character to move to the other end of the bridge and stand on the farthest slab. The western door in front of the bridge will open. There is a valve immediately behind it - turn it so that the arrows stop and the far door near the bridge opens. In the western passage at the end you will notice an unusual lock on the wall - a suspicious hole in the wall. Use the key you found earlier (in the hall with the spiders) to open the door in the wall. There is also a hidden room at the back of the room that can be seen with a high level of perception. Everything inside will be in the fog of death, so either use teleportation to drag items out of the fog, or you can go in there with an undead character. Go down the stairs to reach the dwarves' lair, where you will meet Queen Justinia and Isbale. Be prepared for a very serious fight. Try to convince the queen to give up the idea of ​​the fog of death, but regardless of negotiations, the result will be the same. As soon as you come to your senses, after several attacks with poison, the battle itself will begin. Ideally, all team members in one way or another have skills that make it possible to teleport, because... There is no other way to get out of the hole. Isbeil and her minions have impressive armor and health parameters, but the battle should not be particularly difficult. After the battle, you can talk to the spirit of Isbeil using spiritualism. Behind where Isbale stood at the beginning of the fight there is a large valve called the "Infernal Machine" - do not use it, because... all living things in the city will die. There are also two hidden passages on either side of this machine. No need to open any doors, just walk through the illusory wall. In this case, you can enter the hidden passage that is located to the right (to the west), but do not open the small door under any circumstances, because... the room will be filled with the fog of death, and everyone will die. Go through the eastern hidden passage. If the fog of death is in the way, it can be removed using the “Tornado” skill. You will meet Queen Justinia, with whom you will have to decide what to do - kill or let go. In the second case, be sure to remove the fog of death near the hidden passage, otherwise the queen will enter the fog and die. This is the quest "Secrets of the Dwarves" will be completed. In the far part of the room there is a book “Isbale’s Notes” on the table. Read it to complete the task "The Missing Prisoners"(to get your reward, talk to the warden in the prison under the barracks). There is also a large room nearby with flasks and puddles of the Source - behind a secret door in the wall (you will need one of Isbale’s keys) in the northern part there is a room where you can read a letter to Isbale, and in the wall just north of the table with the letter there is a cache with valuable loot (hidden behind a stretched piece of leather with a symbol). Also don't miss the chest on the crates.

We leave the laboratory and go north, where the room is located where Queen Justinia and Isbeil first met (you will need Isbeil's key to open the door). In the western part there is a locked room - the key to it can be taken from the corpse of Queen Justinia if she was killed, or the door can simply be broken into, but the chest cannot be opened without the key. If Queen Justinia was left alive, then she can be found on the second floor of the Kemm mansion.

Linder Kemm's Vault / Master of Dreams and Nightmares / Ancient Treasures / The Search for Lord Arhu

The puppeteer's house is located in Arx Square near the merchants. If you have sufficient persuasion skill, take from him an amulet that needs to be filled with souls. You can do this in any way (use a bowl with an endless Source (you will find it later), the “Source Drawing” skill, etc., the main thing is that you need to put this amulet on the hero. The amulet will only begin to fill when you have the maximum number of Source points. There is a bug in the game when, when the amulet is not fully filled, the GG says that it is already enough, but continue to fill it until it has 5/5 uses in the description.

Follow to Lord Kemm's estate. There will be several merchants near the house. Talk to one of them, merchant Adam, and learn about appraiser Kat. It is recommended to find it before going to the vault. It will be on the first floor of the estate in the southern part. She will ask you to find three things and the quest will begin. "Ancient Values". The entrance to the vault, as we learned from Big Tomorra, is in Kemm's garden behind his house. Find the lever in the bushes north of the pool, hack it (you need level 4) and open the hatch in the drained pool. There will be three automatons inside; to kill them, you should, after removing all the health and it lights up, pull the Source out of it. Required items for the quest "Ancient Values": the cup of kings (in the western part on the table near the stairs), the scrolls of Eternity (on the opposite side of the entrance on the pedestal) and the portrait of the divine (in the eastern part behind a pair of hidden doors in the wall, hanging on the wall and the inscription is not illuminated in gold like other objects ). Having collected everything, go to the part of the storage facility farthest from the entrance. There, turn on spiritualism, talk to the spirit of the thief, and then insert the painting (using dialogue when interacting in the highlighted middle of the painting) obtained from Big Tomorra in the thieves' guild in the sewers. The door in the wall behind the painting will open. Go there and interact with the Tome of the God King on the bookcase on the right to open the next door, but do not go there immediately, but first grab the Responsibility painting from the wall. Go down the hatch and go forward. Brakk will speak to you through the statue and warn you not to climb further. Please note that near the right column there is a powerful shield "En Maflin". Take the Responsibility painting out of your inventory and place it on the altar by the God King statue, then open the hatch in the floor.

In the new room to the right of the entrance you can see Windego. It's better to talk to her with a character with the "mystic" tag. She will ask you to rid her of Brakk, to do this, select answers with the tag in the dialog box, and then absorb her Source, as she asks. When you get closer to the stairs, the quest will begin "The Search for Lord Arhu". Go down the stairs, turn on Spiritualism and you will see three spirits holding Arhu. Talk to each of them and absorb their Source. After this, the battle will begin and Lord Kemm himself will come. It is immediately recommended to teleport Arha away from the epicenter of the battle, because he could be killed. In battle, please note that you should not use poison against Kemm, because... it will only heal him. After the battle, talk to Lord Arhu (or his spirit, if he died), and find out how to get to Lucian's tomb. He will also tell you about the puppeteer Zanders, if you haven’t visited him yet (quest "Master of Dreams and Nightmares"). There is also a bowl where you can replenish the Source. Also, using spiritualism, talk to the spirit of Lord Linder Kemm and search his body, collecting valuable items, as well as the key to Linder Kemm's room and his wedding ring. Take the “Deliverer” scythe from the statue and do not sell it under any circumstances, it will be needed for the Red Prince’s personal quest.

Return to the estate of the puppeteer Zanders and talk to him. If you completed the quest "The Search for Lord Arhu", then the puppeteer will easily tell you where to look for the scroll of atonement and give you the code. Go up to the second floor and go to the altar. Interact with him, in the dialogue select "Dirty Parchment" and select "Giyora". Having received the scroll and the filled amulet, you can go "Path of Blood".

Just What the Doctor Ordered / Demon's Weakness

When you kill Isbale or Lord Kemm, a messenger will come to you and convey an invitation from Doctor Deva. His mansion is called "Black House" and is located in the northeastern part of the city. Near the entrance you will meet Ailment, which will offer to weaken the demon. If you agree, the quest will begin "Demon Weakness" and you will be transported to another dimension. In the world of Adramalich, near the portal there is a chest sealed with magic. To open it, disarm the traps around the chest that contain the runes, and then take the runes and valuables from the chest. If there are not enough sapper kits, neutralize as many as you can, just take the runes from the rest, but be sure to make sure that there are no combinations of elements, and also, if you take a rune with poison, then put out the two bowls with fire nearby. After this, go forward from the portal to Illness and talk to her. Turn on spiritualism and you will see that there is a spirit in the candle. Next, it is better to interact with the candle with a character with the “Mystic” tag. Find out what kind of spirit this is, and then either extinguish the candle, then the character whose soul is imprisoned in this candle will die. At the same time, the battle with Adramalich will be easier. The more candles you put out, the easier the battle will be. However, you can refuse to kill, then the Ailment will be unhappy, but you can still win the fight with Adramalich, even if you haven’t weakened him. In this case, in battle he will call upon assistants who will give him almost an order of magnitude more experience. If you have Lowse in your squad, then you should be careful with her. If you do not have anything that would give the effect of immunity to charm, then you should leave it near the house and not go inside. When fighting the Doctor, there are several tricks that will make the fight easier. As soon as you enter the house through the front doors, you will be greeted by nurse Fa - kill him, as well as three more servants who join the fight, but do not move far from the entrance so that the rest of the house does not attack you either. Then go to the back of the house and talk to Doctor Deva. You can either agree to share divinity with him, or refuse. In the first case, he will ask to kill his party members later, in the second, the battle will begin. In battle, the “Lightning Storm” skill will be extremely useful, because... the enemies will stand quite closely together, and with a developed Aerotheurgy skill, the damage will be significant, and will also allow you to keep most enemies in constant stun. If you decide to attack Adramalich with a detachment from Lowse, then wear something that gives the effect of immunity to charm, because Adramalich will be able to take possession of Lowse even if she has full magical armor. You can also use a strong will potion. However, this effect should be enough for the entire battle, because... Each turn the demon will try to charm Lowse. The potion can be bought (including from Doctor Deva himself before the battle during a conversation), and also crafted (an empty bottle for the potion + any essence of fire). Keep the immunity effect constant and the battle will be easy. There is also a small trick: if you see that there will not be enough jars of potion until the end of the battle, then while the action has not yet stopped, run away from the battlefield, leave the rest, but do not make moves, because even if Lowse is far away and not in battle, Adramalich will take possession of her on his turn. So we run away, craft or buy a strong will potion, return to the house, drink it before entering the battle, and then return to the battle.

After defeating Adramalich and his retinue, search his body, take valuable loot, incl. Lowse's lute, as well as the key to the doctor's house (it is needed to get into the adjacent closed room). Take the key to the chest in the doctor's house from the body of nurse C. Also, using spiritualism, find two servant spirits (Nurse Do and Nurse Fa) and one patient. You will know who they are and can release them if you wish (except the patient). Through a closed room, the door of which is unlocked with Adramalich's key, you can get into the basement of the Black House. Here you will meet prisoners, incl. and Jaana. He will thank you for killing the demon. Below you can see display cases that are locked using magic. You can open them in the following way: spill water everywhere, for example, using the “Rain” skill. All storefronts will open except one. You should use “Bloody Rain” for it, but before that, take everything from the display cases that will become open. However, there is a bug in the game and it doesn’t work right away. You need to cast “Bloody Rain” on that locked display case, save and load this save, in a few seconds it will open. So get parts of the armor set of Ruani and Quinn.

Through the basement you can get into the house of Doctor Deva even without an invitation, i.e. before killing Isbale or Lord Kemm. To do this, it was necessary to take the “Exchange of Void Fish” scroll from the Lawyer’s corpse in Chapter 4 or steal it from the director of the fish warehouse in Driftwood. Then, on the coast east of the Black House, find a barrel on a platform that cannot be moved. Place the Void-Touched Fish and the Teleportation Pyramid in it. Use the "Nether Fish Exchange" scroll (it will be in the "Miscellaneous" section), and then teleport to the basement. From there you can get into the house itself.

It should also be noted that after the next teleportation, the spirit of Eleaness will appear near you (it was in a tree on the island of the Blood Moon) and will thank you for your release after the death of Adramalich. You will also be ambushed by demons (in the city you will notice unusual residents who have armor; when approaching them, a battle will begin). When one of them is low on health, or you kill him, a portal will open and the demons will escape. This will repeat several times until the portal works.

Consulate

This is the Red Prince's personal quest. In the northwestern part of the city there is a burning lizard consulate. There will be cursed living dead inside. You won't kill them, all the damn fire around them won't be put out. This can be done using a tornado or blessing. Although you don't have to kill them all. All you need is a key to the garden in the northeastern part of the consulate near the portrait of Zorl-Stissa. The fastest way is to teleport through the grate in the northern part of the square into the consulate corridor. From there, go east and teleport the key to yourself. Then go to the garden in the northern part of the consulate, turn on spiritualism and enter the dream portal.

You will be taken to the arena where you will have to fight Bishop Aleksandar, Illness and Windego. However, it is not enough to kill them. Until all the mirrors made of the blackest glass are destroyed, the enemies will be resurrected. However, it should be noted that mirrors have very strong protection against any damage. After the victory, the spear of Illness - “Disaster” - will remain. A portal will appear through which you will find yourself in another world. Talk to Brahmos the Wanderer on the bridge so that he will give you the key to the door to the princess. Go through the next portal. The Sadha will be waiting there. Talk to her. By casting a fire spell on the egg, a small dragon will appear, and the Red Prince will have a new skill with which he can summon his child to the battlefield. Exit through the portal back to your world.

Hammer Falls (End)

You need to go to the cathedral. Near it on the pier you can meet Saheila. Go into the cathedral to the farthest part of it, past the pool of blood. Once at the Divine Statue, do not start a conversation with it, because... There are still no correct answers. Instead, near the eastern column, notice the hidden button. Place the amulet that the puppeteer gave you into it and read the scroll of atonement. Go down through the hatch into the tomb. There will be an altar of wanderings here. There is also an altar in front on which a blessing is placed. There is a grate on the floor in front of him. Cast a blood rain spell on it and then bless it. After this, go to the altar and use the second answer option “Put your hand palm-width from the edge of the pedestal” - this will give you the opportunity to set up the device. Click the buttons on the keyboard that appears to rotate the elements. In general, this is a variation of the pipe puzzle - you need to make a path from the three sources closest to you to the far side of the device. Please note that in the distance the braziers are burning in the right color, where you need to take them. The solution is the following:

When you have made the settings, activate the device by selecting the first option in the dialogue “Put your hand on the stone”, before blessing the blood on the grate again. If everything was done correctly, Lucian's sarcophagus will move and a hatch into the real tomb will open. There will be many levers below, but we only need 5, the rest will activate traps. The following are required: Directness, Determination, Authority, Will, Courage, i.e. those from the first letters of which the word “Right” is formed. You can press them in any order. This is complicated by the fact that Zanders dolls will appear and begin to press levers, attacking you. As soon as they appear, pull the Source out of them, otherwise they will appear again. When finished, the magical barrier will disappear and the path to the final part of the game will open.

You will receive this quest after you reach Arx.

Talk to Malady and she will remind you that you must kill Dallis. She will suggest starting to look for her among the local Divine Order.

The harbor is overrun with voidspawn, so you need to defeat them in order to explore Dallis's ship, the Lord of Fear. He will tell you that Dallis is older than him, despite the fact that he was back in the time of the Ancestor Tree and the Elves before their current form.

Go across the bridge to reach Arx. (You need to defeat the Voidfiend on the bridge in the Battle at the Gate)

Inside Arx, you learn from the paladins that Dallis can be found inside the cathedral.

To get to the cathedral, you need to complete the quest "Master of Dreams and Nightmares" and "Linder Kemm's Vault".

Once you have the knowledge from Lord Arhu and the scroll and amulet from Toyseller, you can head to the cathedral. It's best to go there once you've completed the companion and side quests.

There is a switch in front of Lucian's temple - place the amulet you purchased from Toyseller in it, then read the scroll to open the hatch:


When you enter Lucian's crypt, a pipe puzzle awaits you.

(Alternatively, try recruiting a new recruit from the Hall of Reflections to complete the Blood Path)

To solve the puzzle, first, you need to create a Blessed Blood.


Cast a Rain of Blood spell over this drain and then bless the blood. If you don't have the required skill, you can attack yourself to make blood appear.

The second step is to arrange the pipes in the correct order. Here is one solution:


Once this happens, touch the altar to activate it. Lucian's coffin will move to the side and a secret hatch will open.

After passing through it, you will find yourself in a room with levers and traps, as well as Source dolls. To kill them, use the Vampire Thirst skill, then pull the five levers with symbols that add up to the word Power: Potency - Order - Wisdom - Empathy - Righteousness.

Make sure you're prepared before entering Lucian's real crypt, as you won't be able to return after doing so (make sure you have the most powerful Origin skills as well as the best gear).

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