Divinity original sin 2 champion of the gods. Divinity: Original Sin II is the envy of the gods. Passage of the Great Delusion

If you're stuck on the Delusions of the Great quest in Divinity: Original Sin 2, check out this walkthrough to help you finish it!

How to start the quest Delusions of the Great

Delusions of the Great is a sub-quest within the side quest The Forgotten and the Damned. To activate it, you need to get to Blood Moon Island in Act 2 and find 3 vaults related to the Forgotten and Damned quest. Opening the vaults unlocks the required quest. While this is not a requirement, it is definitely recommended that you be at least level 15.

Passage of the Great Delusion

Step 1: Use the Spiritual Vision spell inside the Vault to release Brother Robert's spirit

When you enter the Vault, you must use Spiritual Vision. This will help you see the spirit of Brother Robert. The SpiritVision Spellbook is found in Mystra Siwa's basement in Driftwood, accessible after the first God's Awakening ritual during the Powerful Awakening quest.

Step 2: Open the locked door

There are several methods you can use to open a locked door, but one of them will cause you to lose your rewards for this quest - so be careful!

Method 1: Repair the damaged lever using a shaft with a silver lever.

Create a shaft with a silver lever by putting something made of silver into the ancient forge located at coordinates (X: 314, Y: 475). There's a Silver Ingot near the forge, but if you've already used it for something else, you can find more along the shore and on a body in the Unfinished Crypt.

Make sure to fix the broken lever with any character that has a silver lever shaft in their inventory.

Method 2: Convince Brother Robert to open the door.

This option is only available if you have a high enough level of Persuasion proficiency. If so, you can simply convince Brother Robert to exchange dialogue and he will open the door for you.

Method 3: Absorb Brother Robert.

This is the last option if for some reason you are unable to complete either of the other two methods listed above. You can use Robert's Source of Vampirism spell to summon the source and break his control of the lever that controls the door.


Note. Consuming Brother Robert will mean losing your reward for this sub-quest.

Step 3: Enter the Inner Chamber and defeat Rajarima

Entering the cell behind the locked door, you will meet the lizard Rajarima. She is in the springs and considers herself a god. Once inside you will see a pool of the Source. After you enter it, you will begin a conversation with Rajarima, which will always end in battle.

A successful Persuasion will allow you to counter her attempt to steal some of your Source Powers. She will react to this with anger and attack you. A failed Persuasion will result in you being unable to resist her attempt to steal some of your powers. This will make her stronger in the upcoming battle.

Before activating the dialogue with the lizard, you need to divide your party as you see fit. The first thing she will do is use the Storm of Arrows spell. This could potentially completely wipe out your entire party if you don't split up beforehand.

Step 4: Return to Brother Robert to claim your reward

If you don't absorb Robert, then you can get your reward for this quest by returning and talking to him.

Completing this quest will reward you with the Granada of Love, Agile Belt, and Gold. You also have a choice of one of the following three elements:

  • Silent Observer (Epic Helmet).
  • Spiritual Boots (Epic Boots).
  • Rivet Gloves (Epic Gloves).

Divinity: Original Sin 2 is a multiplayer fantasy role-playing game developed by Larian Studios. Players take on the role of a Source Controller harnessed by forbidden powers.

On Blood Moon Island, there is a Shiny Sculpture standing in front of the demon camp. To get this quest you must interact with the statue.

There are 3 sculptures on Blood Moon Island. To activate them, you will need to read a book called "Taming the Sacred Fire". Before being transcribed, it is called "An Exquisite Hymn" and you can find it in one of these places:

  • House of Jahan
  • Archive on the northeastern edge of the island
  • On one of the bodies of the Master of the Black Ring near the Ancestor Tree

    To decipher the book, you will need a character with the Scientist tag. This will give you 14,450 XP. However, before you enter the basement, first head to the north of the island and find the Ancient Forge (coordinates X:317 Y:479). Use it and a silver rod to create a Silver Lever. You will need 2 silver levers, for the second and third basement. Silver Rods can be found near the forge and on the corpse of one of the Black Ring members in the unfinished crypt.

    In the southern part of the island, near the demon camp, there are 3 basements scattered. Use the anthem to destroy the statues and get into the basement.

    Archive

    Here you will find a green Teleport pyramid and medical notes to begin the quests "Deceptions of the Great" and "The Silent One".

    If you read the notes, you will realize that the basements are actually inhabited by people infected with demons. These sufferers were locked away with the healer to ensure that the demon would never become a threat to humanity.

    Basement 1 (Unfinished Crypt)


    This crypt is unfinished and contains nothing of importance except a silver rod. However, studying it is required to complete this quest.

    Basement 2


    Upon entering this vault you will be faced with a broken lever where you must use the Silver Lever to open the door. Unfortunately, when you try to use the lever, it won't work. Use Spiritual Vision to see Brother Robert's spirit near the statue and talk to him. Pass a Persuasion check and he will open the door and ask you to kill the creature inside.

    Enter the room and walk forward a little. If any character uses the Source Pool, a dialogue will begin between that particular character and the lizard, so be careful. If you agree to release her, Rajarima will steal all of your character's Source Points and break free, starting the battle. Be on the lookout - when she gets free and starts the fight, she will unleash a powerful storm of arrows that will deal massive damage to your party, especially if everyone is standing together, possibly even killing 2 or 3 of them. Either way, you need to kill her.

    If you refuse to release her, you will eventually need to take a test. If everything goes well, she will not be able to steal your character's Source Points and will not be able to break free. You can then simply use ranged spells to kill her from above.

    Don't forget to talk to the spirit of Brother Robert to receive your reward.

    Basement 3


    This is the location for the quest "Bound in Pain." Enter it, use Spiritual Vision and talk to Brother Calvin. Here you will learn that the only way to bring the demon living here to the surface is by inflicting the most excruciating torture. Either way, go ahead and fix the broken lever with the silver lever, then talk to Brother Calvin again and convince him to open the door. You will need to pass a speech test to convince him to open the door. Be careful: the speech test using intelligence will fail even with 7 beliefs - while the test using memory will pass with 5 beliefs.

    In any case, as soon as the door opens, you will find yourself face to face with a possessed dwarf. He'll ask you to destroy the pillars, which of course will just free him and start the battle. Unlike Rajarima in the second basement, this warag is quite weak.

    After he dies, the demon "Mor the Trenchmouthed" will appear and immediately attack you. He is slightly stronger than the Possessed Dwarf, but is still a relatively easy opponent. The danger here is that when you deal damage to it, there is a chance that Blight will instantly take over the mind of a random (or perhaps nearby) member of your party and turn them against you (this effect is called "Demonic Invasion" and has no cure). Simply inflict enough on your former companion that he is on the verge of death, after which the Blight will leave his body and mind. Attack the demon and he will die.

    An alternative option is to save the dwarf from being possessed. Use one of your party members and constantly damage the dwarf, but don't kill him. It is recommended to cast healing spells on him to prevent him from dying. Keep attacking him until he's no longer possessed, then destroy the pillars.

    The moment the pillars are destroyed, the demon must leave the dwarf's body, leaving the dwarf untouched. At this stage, everything will be the same as described above: deal damage to Pestilence, and if he takes possession of one of your companions, bring him to a state of half-death so that the demon leaves his body, and then kill Pestilence himself. In this case, the dwarf will survive, and talking with him will give you additional experience.

    When you leave the basement, don't forget to talk to Brother Calvin and get your reward. If you failed to save the gnome, Brother Calvin would likely disappear, leaving you with nothing.

    Basement 4


    This is the storage room for the Silent One quest. Enter it and use Spiritual Vision to see the spirit of the dead healer, Brother Morgan. Talk to him and he will ask you to rescue a poor girl imprisoned in the basement. Agree (or lie) and he will open the vault for you.

    Inside, to talk to the girl, you must first pass the cat speech test (requires the Animal Friend talent) in order for her to allow you to talk to her owner. If you fail the test, you will have no choice but to kill the cat. Destroy the chains that bind the girl and talk to her. Please note that if you do not perform a speech test, the girl will not be released due to sleep. If you fail the test with all four party members, the quest will remain incomplete. Also note that you cannot kill the girl.

    If you pass the speech test, you can teleport the girl aboard your ship to heal her later in the game. At this point you will complete the quest "The Silent One". Talk to Brother Morgan and you will receive a reward of your choice.

    After exploring all four basements, the quest should end with the entry "We have found and cleared all four basements on Blood Moon Island."


  • So, in the first part we stopped after the victory in the Arena. We continue to sort out the mess that the masters created on the island.

    It is not appropriate for the Arena champion to walk around with a magic collar, so we go to the merchant Nebora, who sits in the tent to the left of the entrance to the fort, and ask him to remove it. The absence of a mandatory accessory is noticed not only by local residents, but also by the guards, after which they offer to follow them. Of course, the issue can be settled by force, but out of curiosity, I decided to obey their demands and see what happens next.

    Thus, he ended up in prison again. Guys, you probably haven’t noticed, but I hacked everything for you a long time ago. I open the cell door, take my belongings from the chest in the corridor and go into the castle hall. It's quiet here. Silent monks stand along the walls, but they are absolutely harmless. We find a lever on the wall that opens a secret entrance to the crypt. Let's go in and take a look around. On the stands are vessels of souls, one of which contains the soul of Lord Withermoor (task "Vessel of the Soul of Withermoor"). If you touch the “wrong” vessel, a trap will be triggered or undead will appear. In any case, to get XP, it is better to kill all the skeletons. If the level is too low, you can return here later.

    Withermoor's Vessel is in the far left corner from the entrance. Everyone decides for themselves what to do with it. You can absorb the soul of a lord, which will give one point of Source magic. I broke the vessel and released the soul.

    A new level and finally the opportunity to choose an additional talent. I take Pet Pal, after which I can freely communicate with rats.

    We deal with the jailers who are torturing Master Delorus, accused of treason. The fight wasn't too difficult. You can use teleport to throw enemies into the chamber without exiting. They sit there and wait their turn.

    After this, Delorus asks to heal him. On the one hand, why should I heal the master? But on the other hand, since he ended up in prison, it means he is not so loyal to the Order, and therefore he can become my ally. We treat him with the recovery skill, and in gratitude the master offers to help him get out of the fort. Delorus's "own" people can put them in a boat at the castle pier to get out of the fortress.

    But there was no need to use the boat. I returned to the hall to explore the premises and came across a “scientist” who conducts experiments on monks, but also does not disdain the inhabitants of the fort. For example, here you can find the mutilated Gavin (from the Teleport task). The last time we saw him was running into a cave, but the poor fellow failed to get out of the dungeons of the castle.

    One more fight, and we take the key to exiting the fort through the sewer pipe from the sadist’s corpse.

    Before leaving, we search the room. In addition to all sorts of useful items, here you can find a dog locked in a cage. The dog will complain that experiments were carried out on him and he feels strange anger within himself. I didn’t release it because there was a suspicion that the animal would attack and would simply have to be killed. Perhaps there will be a way to heal.

    Well, to finish off the topic of dogs. In the fort, at the entrance to the caves, there is another mongrel named . I gave him a piece of meat (this was an option in the dialogue). At first he chewed contentedly, and then he said that I slipped him human flesh and attacked. I had to kill the ungrateful dog. The closest save was too long ago, so I had to leave it that way.

    We leave the fort and enter a new area.

    The fight with the “corrupted” salamanders is not easy, I had to spend a couple of resurrection scrolls. A narrow passage leads to them, but the tactics of 300 Spartans will not work here. I placed the ranger with the bow on the ledge, and more or less placed the rest at long distances so that they would not fall in a bunch under one enemy spell.

    We dealt with the salamanders and go to the camp of local resistance to the masters (Sanctuary of Amadia). The rebels have a plan to capture the ship Lady Vengeance, which can get them off the island, but first they need help finding Gareth. The warrior went in search of an ancient weapon capable of destroying the terrible and deadly invention of the masters - the Shriekers. I'll have to look for it.

    Let's go further to explore the area. If you go further along the shore from the place with the salamanders, the entrance to Trompdoy's cave of illusions will appear. At first I didn’t understand what to do here, but we’ll come back to this a little later. In the meantime, let's go to the Gargoyle's Maze. There are many traps and a puzzle with skulls that open passages in the labyrinth.

    You can press buttons in the floor not only with Persians, but also with boxes and barrels. In the center of the labyrinth, on an altar, the Historian, cursed by Braccus Rex, writhes in agony. There is nothing we can do to help the historian yet, so we leave the labyrinth towards the tower and actually go into it.

    The barrier to the tombs in the first screen is opened by the magic of the Source. Therefore, if you do not have Source points, then you should forget about this place for now. But you can interact with the statue, which transports you to the spirit dimension.

    In this unusual place we talk with the reptilian goddess Zorl-Stissa and receive a new ability - Blessing. This is a mega-useful spell with which you can work wonders.

    We return to the world of the living and examine the remaining rooms of the tower. The well on the first screen needs water, we cast rain and get a reward from it.

    Now I need someone’s soul to get a point of Source magic, and with its help, remove the barrier to the sarcophagi in the tower. I remembered that I saw several vessels of souls in Trompdoy’s cave of illusions. So that's where we're heading.

    Not exactly on the way, but I decided to look into this kind of cave where the witch Radek (Radeka the Witch) was discovered. I thought it would be nice to cheat her, but somehow it didn’t work out. The witch is well versed in aerotheurgy, and also calls on skeletons to help. Difficult.

    I think it’s clear from the screenshot where to go. There will also be a statue with riddles, just save in front of it just in case and by brute force (or maybe you’ll even immediately understand what it’s about) choose the correct answers. There will also be two fights with copies of Trompdoy.

    I reached the treasury. There are several soul vessels here. Some of the vessels belong to the skeletons who sit at the table after entering the tower (where they received the Blessing). I forgot to tell you about them right away. In general, they attack unless you can convince them that you will release their souls. True, I saved one soul from the treasury to open the barrier to the sarcophagi in the same tower.

    Trompdoy's vessel also broke and released his soul.

    We use the Source point, remove the barrier and collect things.

    In the first screenshot there is a strange rat from the tower. I still don't understand what to do with it. Another rodent can be found in the Gargoyle's Labyrinth. Both of them are affected by a curse (one always lies, the other is the truth-teller). But Rattus Verus can be healed with a restoration spell, for example. Whereas Rattus Perfidus magic kills (physical attack also goes without saying). On the Larian forum, someone wrote that after being killed by magic, you can resurrect him with a scroll of Resurrection, but this also still does not give anything.

    We return to the Historian, who is suffering in the labyrinth. To remove the curse from him, two things are needed: blood and blessing. The simplest option is rain of blood, or the ability of an elf. You can also lightly bleed an ally. We bless the received blood, then teleport the Historian into the received substance and wait for our ritual to work.

    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. Flaming Pigs Location
    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 discover 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.

    In this guide, I will provide walkthroughs of all the side quests on Blood Moon Island in Divinity: Original Sin 2.

    Walkthrough of the quest “Hunter of Evil Spirits” in Divinity: Original Sin 2

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

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

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

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

    Travel to Blood Moon Island through the port in Monastery Woods or use the Ghostly Vision spell near the broken bridge next to the Altar of Wandering in Driftwood Fields. You can teleport safely using the ghost bridges that appear. In any case, after you find yourself on Blood Moon Island, talk to the Lawyer in the demon camp and agree to complete his personal task, since in this case you can get a large number of experience points and advance along the main storyline. You can also kill the Lawyer right here and now, at the first meeting, but this is not recommended - it is better to kill him after completing the task and collect the maximum possible experience points and reward.

    Having dealt with the Masters of the Black Ring who surrounded the tree, you can kill the Lawyer himself. In battle, he will be helped by three characters and a dog (the other dog will remain on the beach - you can kill it and get 7225 experience points). Before attacking the Lawyer, deal with the pickpocket Basatana. Killing the Lawyer will give you a measly 7,225 experience points, but it drops some pretty powerful loot. You will also earn 7,225 experience points for killing the dog and 28,900 experience points for killing each of the other four characters (pickpocket Basatan, Chtiltsia, Lady Agony, Eiren Havok and the knight. Once they are all dead, be sure to search Basatan and pick up the scroll. Also clear the area of ​​remaining enemies to gain experience points and loot.

    After you kill the Lawyer, you will need to find out the name of the demon. When you report to Jaan, you can go to the Ancestor Tree, activate the ghostly vision spell and talk to the spirit of this Tree to find out the name of the arch-demon Jaan.

    To talk to Tree, you will need to find out his name, which you will find if you read the archivist's journal in the Archives located in the picture below (this archive is actually associated with the quest “Secrets of Blood Moon Island”). Say the name of the Tree and you will earn 66,200 experience points, and you will also learn the name of the arch-demon who has settled in Dr. Daeva.

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

    Reward:

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

    Walkthrough of the quest “Secrets of Blood Moon Island” in Divinity: Original Sin 2

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

    Just getting inside the Archives will give you 50,575 experience points. You can also use ghostly vision and talk to the spirit of the Archivist. Regardless of which dialogue option you choose, 14,450 experience points will be credited. In the Archives, find the archivist's journal and read it to find out the name of the Ancestor Tree - Eleaness.

    Walk forward and discover that the wall is actually an illusion, the hidden door will require intelligence to see it). Pick up an unusual blade to get 50,000 experience points. If you interact with him as a lizard character (Red Prince), you will be able to understand the words engraved on the blade. There is also a locked Tenebrium chest here that will consume one Origin from your character with each interaction. But if you use a master key, then the source will not be consumed. If you search the chest, you will find a green teleportation pyramid. You could find the first two in Dallis' chambers on the Lady Death (one on the table in the chambers, and the other in the secret room).

    The Ancestor Tree is located in the center of Blood Moon Island, but is surrounded by the Masters of the Black Ring, who will attack you as soon as they see you (unless you pass the check during the conversation). Get close to the tree to attack enemies. It is recommended to start the “Lawyer” quest, and then kill the same masters, but for a much larger number of experience points.

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

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

    Like many other island quests, after these actions the quest will be completed.

    Reward:

    • 50,575 experience points for simply finding and entering the Archives.
    • 14,450 experience points for communicating with the spirit of the Archivist.
    • 50,000 experience points for picking up an unusual blade.
    • Green Pyramid of Teleportation - lies in the Tenebrium chest near the Unusual Blade.
    • 66,200 experience points for saying the real name of the Ancestor Tree.

    Walkthrough of the quest “Lawyer” in Divinity: Original Sin 2

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

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

    Note. While the Voidspawn are spawning, you can use the chaos on the battlefield to kill the Advocate. In this case, you will be left without a quest reward.

    Agree to help the Lawyer, and he will immediately teach you how to master the source. You will receive one more point towards the maximum source reserve. If you already have the maximum possible three slots, then your character will receive a book with a random skill from the Lawyer instead.

    Approach the Ancestor Tree, located north of here, and prepare for battle. There will be four Masters of the Black Ring, two of which will summon golems (two) to help them in battle. Bone golems will allow you to earn 14,450 experience points for each. At the beginning of the battle, a powerful destroyer (undead) of the Black Ring will also appear, but you will not receive experience points for killing it.

    After all opponents are dead, a Lawyer will immediately appear with whom a conversation will begin. Ultimately, the Lawyer will point out the location of the Nameless Island, as promised before. The quest is effectively complete, although you can still attack the Lawyer now.

    Reward:

    • One point to mastery of the Source or a book with a random skill (if you already have three slots for the Source).
    • 14,450 experience points for killing each of the two bone golems summoned by the two Masters of the Black Ring near the Ancestor Tree. A total of 28,900 experience points.
    • 28,900 experience points for killing each master - a total of 115,600 experience points.
    • 194,550 experience points for destroying all representatives of the Black Ring, as well as information about the location of the Nameless Island.
    • One item of your choice from a rare category (after completing the quest).

    Walkthrough of the quest “The Forgotten and the Damned” in Divinity: Original Sin 2

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

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

    • Jaan's house (read the first quest of this location).
    • Archives in the northeastern part of the island.
    • On one of the corpses of the masters after you kill them near the Tree of Ancestors.

    You will need a character with the "Scholar" tag who can decipher the book. After reading the book to scientists you will receive 14,450 experience points. However, before entering the vault, first go to the northern part of the island and find the ancient forge (at coordinates X:317, Y:479). Use this forge to combine it with a Silver Ingot to create a Silver Lever. You will need two silver levers for the second and third vaults. Silver bars can be found near the forge and on the Black Ring member inside the unfinished crypt.

    In the southern part of the island, near the demon camp, three vaults are scattered. Use the hymnal to destroy the statues and enter the vault. The quests "Delusions of Grandeur" and "Bound by Pain" require you to install a special lever made from a silver bar. See below for more details.

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

    If you read the notes, you will realize that these vaults are actually inhabited by people affected by demons that the healers could not cure. Thus, these sufferers were locked away along with the healer so that the demon could never become a threat to humanity.

    Location of the first hideout (unfinished crypt) in Divinity: Original Sin 2

    This crypt is unfinished and does not actually contain anything of value except for one silver ingot. However, studying it may be required to complete the current quest.

    Location of the second hideout in Divinity: Original Sin 2

    Upon entering this vault, you will encounter a broken lever mechanism that will require a lever made from a silver bar. This is needed to repair and open the door. Unfortunately, when you try to use the lever, it won't work. Cast a ghostly vision spell to see the spirit of Brother Robert located near the statue. Talk to him and pass a Persuasion check to have him open the door and ask him to kill the creature inside.

    Enter the room and walk forward a little. If any character absorbs the energy of the source from a puddle in the room, then the lizard will start a conversation with him. So be careful! If you agree to release the lizard, then Rajarima will absorb the entire source of your hero and break free, which will lead to the beginning of the battle. Also be careful that after freeing and starting the battle, your opponent will throw a powerful storm of arrows, which will cause enormous damage to the squad, especially if the heroes are grouped at one point - perhaps this spell will even kill two or three heroes. In any case, you will have to kill the possessed one.

    If you refuse to release her, you will eventually have to pass a speech test. If you succeed in the dialogue, then Rajarima will not be able to steal source points from your character, and will not be able to break free. You can then shoot it with arrows or use ranged spells to safely destroy the enemy.

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

    Location of the third hideout in Divinity: Original Sin 2

    This hideout is the main location in the quest Bound by Pain. Go through it, activate the ghostly vision spell and talk to the spirit of Brother Calvin. Either way, move forward and repair the broken lever using the lever crafted from a silver bar. Then talk to Brother Calvin again and convince him to open the door for you. You will need to pass a speech test to convince Calvin that this needs to be done. Be careful: the speech test requires intelligence. It looks like you'll fail even with a seven-point belief. The memory test can be passed with five points of belief.

    Either way, as soon as the door opens, you'll find yourself face to face with a possessed gnome. He will ask you to destroy the pillars - when they are destroyed, of course, the gnome will be freed, which will lead to the start of the battle. Unlike Rajarima from the second shelter, the gnome is a much weaker opponent. You won't need too much effort to destroy it, and for this you will receive 28,900 experience points.

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

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

    An alternative, better option is to simply save the gnome from the invasion. The trick is that you can use the same character to damage the gnome, but not kill him. You will probably need to cast healing spells on the dwarf to keep him from dying. Continue until it doesn't fall anymore, then destroy the pillars.

    The moment the pillars are destroyed, the demon must leave the dwarf's body, leaving the dwarf unharmed. At this stage, the same thing will happen as above. Attack the demon, and if it possesses one of your squad members, then kill it to force the enemy to show itself. After the demon dies, you will receive 21,675 experience points. In this case, however, the dwarf will survive, and talking to him will result in another 36,100 experience points. The quest will be completed.

    When you leave their hideout, be sure to talk to Brother Calvin about your choice to receive your reward. If you failed to save the gnome, then Brother Calvin will most likely disappear, leaving you with nothing.

    Location of the fourth hideout in Divinity: Original Sin 2

    This vault is associated with the quest "The Silent One". Enter it and cast the ghostly vision spell to see the spirit of the healer, Brother Morgan. Talk to him and he will ask you to free the poor girl imprisoned in the shelter. Agree or lie to him and he will open the hideout.

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

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

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

    Reward:

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

    Walkthrough of the quest "Druid" in Divinity: Original Sin 2

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

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

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

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

    Completing the quest “Doctor's Orders” in Divinity: Original Sin 2

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

    Outside the Arx school, an unfortunate citizen will tell you that the doctor thanked you for serving him on Blood Moon Island (if you helped the Lawyer). In addition, you will need to kill Isbal (quest “Secrets of the Dwarves”) or Lord Kemm (quest “Linder Kemm’s Refuge”) to receive an invitation to a meeting from the doctor.

    You can find a doctor (level 20) in the Black House in the northeast of the Arx location. The Illness will already be waiting for you near it. Talk to her and she will teleport the party to the demon dimension. When you walk with the Illness, you will see candles. Smell them, make a moral choice, but even after that the health reserve will be around 11,000 HP. After you smell all the candles, go inside and first finish off all the nurses who are restoring the doctor's health. When attacking them, use physical damage, since the enemies have very strong magical armor.

    When you destroy all the nurses, talk to the doctor so that he will reveal his true form for the first time. Try to use up all the source as soon as possible, since the demon can suck it out of you. Defeat the enemy and then talk to Lowse.

    You can visit the doctor's basement and find Jaan locked inside. There are also a huge number of magically locked rooms that you can open with a simple master key. One of the chests contains Quinn's armor, which will give you the ability to fly.

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

    Walkthrough of the quest “Bound by Pain” in Divinity: Original Sin 2

    To begin this quest, you need to get into one of the vaults sealed by the statue on Blood Moon Island. To open the statue, you must allow one of the characters with the "Scholar" tag to decipher the book "Ornamented Psalter" so that it turns into "Taming the Sacred Fire". This book can be found in several places, including the Archives in the northeast of the island and the Black Ring representatives near the Ancestor Tree.

    Travel to the ancient forge in the north of Blood Moon Island to use a silver ingot to create a silver lever. Use this lever on the slot inside the shelter, then activate the ghostly vision and ask the spirit to open the door. If he refuses, then you will need to use “Source of Vampirism” (a skill that will be learned during the quest “Sharp Awakening”).

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

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

    As soon as the demon is freed (can be done during the battle, but to do this, defeat the gnome), attack him. After a while, he can possess one of your companions located within a radius of eight cells (but he cannot possess summoned creatures).

    When you help the dwarf, you can find his treasure at the location at coordinates X: 193, Y: 379 in the western part of the island, where there are three graves (crosses).

    Walkthrough of the quest “Silent” in Divinity: Original Sin 2

    To begin this quest, you need to get into one of the vaults sealed by the statue and located on Blood Moon Island. To open the statue, you must allow one of the characters with the "Scholar" tag to decipher the book "Ornamented Psalter" so that it turns into "Taming the Sacred Fire". This book can be found in several places, including the Archives in the northeast of the island and the Black Ring representatives near the Ancestor Tree.

    Use Anthem to destroy the statue, enter the vault, and then use Ghostly Vision. convince the spirit of the protector to open the stone gate. If you fail to do this, then you will need to use the source of vampirism - this skill is learned in the quest “Sharp Awakening”.

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

    Walkthrough of the quest “Delusions of Grandeur” in Divinity: Original Sin 2

    In one of the vaults on Blood Moon Island you will find a note lying on a bookshelf. It describes this case in detail.

    To open the statue, you must allow one of the characters with the "Scholar" tag to decipher the "Ornamented Psalter" so that it turns into the book "Ornament of the Holy Fire". this book can be found in several places, including the Archives in the northeast of the island or the Masters of the Black Ring at the Ancestor Tree in the center.

    Go to the ancient forge in the north of the island, where you can make a silver lever from a silver ingot. Use the lever on the slot inside the vault, then activate the ghostly vision and ask the guard to open the door. If he refuses, then you need to use the “Source of Vampirism” on him, which you will learn in the quest “Sharp Awakening”. Defeat the demon inside.

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