The fall of the hammer. Divinity: Original Sin. Passage of game (3) "Ship Lady Revenge"

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Welcome to Arks! The case is slowly but surely moving towards the end ... True, the arrival is emergency, "Mistress Revenge" suffered, but everyone is alive.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

What is the first thing to do? By collecting unique items of weapons and equipment, of course - there are quite a few of them in Arks.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

Moreover, if the items with the same status that came across at the previous locations were much weaker than those available for sale, then the unique things hidden in the Arks are really truly unique.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

First - to the harbor, a surprise awaits there (theoretically, it was possible to do without it - it would be better if the patch fixed one of the bugs) in the form of a video.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

It will not be possible to fight the kraken, and the deep flayers are "pulled out" one by one by teleportation and destroyed. In the chest on the dying "Lord Horror" we will find the first unique item useful for the magician.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

Now the heroes run to the outpost, where four goofy paladins fight five vampires.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

First battle: only one vampire survived, Olaf uses "Crushing blow" against him, touches the paladin, and they become enemies. Loading the game.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

Second battle: closer to victory, the Red Prince uses "Ram", and the paladins become enemies again. The third battle: one of the paladins "Crushing Blow" knocks down not only the vampire, but also the Red Prince!

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

As if this is not enough, his - paladin - friends use spells of mass destruction and, together with the vampire, kill all the heroes at once!

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

We must stay away from these "Knights of Light" ... The heroes bypass the outpost on the left and unexpectedly meet a wounded ordinary master, who had never been in this place before. (Yes, a private ... Against the background of his characteristics, the heroes look like recruits!) Treat? Then, now there is no time! The best way is to sever the vampires by teleportation. One of the monsters is carried over the wall, and ... an unexpected ally enters the battle: the "private" immediately began to chop the cursed creature.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

(True, without bringing the matter to the end, he came to his senses and fled. Probably, there was no need to heal him during the battle?)

For the fourth time everything turned out well, the detachment enters the gate and immediately rushes to the temple - to get the dagger "House of Dumor". Along the way, they buy from an elf (you can steal, but there are a lot of idle extra eyes around, you will have to erect many barricades from boxes) boots - the dream of any thief!

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

Where to now? To the groom's house. Everything in it - including the doors - is highlighted in "red", you can collect items only in stealth mode. And all the same, an unwanted witness, as they say, “pinned down” - it was necessary to be distracted by a conversation in advance.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

A button is pressed, a secret hatch opens, and an extremely funny scene takes place. Olaf, descending the stairs, found himself surrounded by barrels of oil, the way up is blocked, and the countdown is going on.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

The logical way out of the situation is to put all the barrels in a backpack (fortunately, Telekinesis is developed) and send them to the ship. The countdown is over, puddles of oil flare up, the flame gets close to the hero, he begins to panic, tries to get away from him, but due to overload he cannot move.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

And then at first I was speechless, and then I burst out laughing: from Olaf's backpack a fountain of barrels flowed straight into the fire!

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

The AI ​​gave the command: "Lighten the backpack for the sake of the opportunity to run!", Which led to a natural result.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

(An attempt to simulate the situation was unsuccessful: he loaded the prince with barrels, surrounded them, set them on fire, but the overloaded lizard just stood on fire, not thinking to lighten the backpack.)

When I tried again, I found a button that stops the countdown and opens the door.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

The squad went down to the basement and started a battle with poisonous slugs, which unexpectedly ended in defeat: the heroes' weapons had fire damage, during the battle the barrel blocking the trap collapsed, the poisonous gas flared up, and a cloud of "continuous explosion" was formed.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

I had to follow the well-trodden path of separating enemies by teleportation.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

The result is a unique helmet for a thief and a diary of an alchemist groom.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

If the Doctor's dwelling is very close, why not visit it? Uninvited, incognito, back door? A fish is placed in a barrel on the beach along with one of the four teleportation pyramids, a scroll carefully stored at the Driftwood fish store is read out - the contents of the barrel disappear.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

The heroes activate one of the pyramids and find themselves in the Doctor's underground prison.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

Useful items are protected by magic, locks on cabinets cannot be broken; but ordinary rain causes a short circuit, constipation is neutralized. Not bad!

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

You can go up to the "operating room" and look for something useful, but perhaps you shouldn't go to the Doctor himself yet. (I didn't check what would happen if the door to his apartment was opened.)

The next item is the diplomatic mission of the lizards. (It's good for Olaf, but the Red Prince has already suffered from the absence of a beloved.) In the mission garden, you can find a unique blade (later it turned out - with an extremely insidious property), on the coast behind the garden, on the monster's corpse - a unique spear.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

In the very first location, where the heroes teleports, there will be another unique weapon - Hvori's personal spear (from that moment on, she has an illusory spear behind her?).

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

But first, I had to endure a difficult battle, during which the sword of the lizards showed its dastardly property. I thought Taunt would be cast on the enemy, but it is applied to the wearer! At some point, all enemy attacks focused on the Red Prince, and the idol of revival did not help.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

Moreover, a problem arose: a fallen comrade-in-arms is in the midst of enemies, if resurrected, they will immediately be killed again. The comrades teleported the corpse as close to the portal as possible, destroyed the mirrors, killed the enemies, resurrected the Red Prince and immediately left through the portal.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

Finally, the Prince reached the place where his whole essence had been striving for so long, and instantly became a father, reviving the once formidable race.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

It is interesting!

To be honest, I expected that the action would take place in a closed part of the location, clearly visible on the map.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

However, nothing of the kind happened! But for something it was created? Perhaps this place will be used in case the Red Prince does not meet the Sadhu on the Reaper's Coast? Who knows?

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

And now, of course, the squad headed towards the dwarfs - through the sewers. There was an inevitable meeting with the messengers of the Doctor, as usual, they escaped, losing one of their own.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

(Looking ahead: the patch, of course, added a video and something else on the little things. But I would prefer it to fix bugs: two other meetings with demons, which previously took place without errors, ended in nothing for the second time in a row - when they met again, he was killed another demon alone; the third meeting did not take place.)

Remembering how difficult it was to fight Karon, the heroes used a new tactic: before the villain was freed, they teleported the corpses of his retinue upstairs, behind bars. (Please do not need similar phrases: “You know that the corpses will resurrect on the side of the boss, your hero cannot know this!” The hero so many times encountered situations when the corpses around suddenly rose and attacked, that now he prefers to be careful. In addition, everyone is free to play in their own way; whoever wants to - let him complicate the game with invented rules, I will not.)

A barrel of oil was placed in the center of the circle of lamps and set on fire, and the battle began. Karon, like all bosses, goes first - despite the highest initiative of his opponents; (yes, this is annoying and even annoying; but at the same time, I understand: were it not for this feature of the game, in some cases the bosses would not have been given the opportunity to make at least one move at all) and immediately kills the Red Prince. Then he is teleported to the center of the hall, knocked down and not destroyed in front of the helpless retinue.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

It remains only one by one to "pull out" the enemies from behind the bars and straighten out.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

Another unique weapon is the crossbow.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

The hall with spiders was cleared of cobwebs using the "Tornado" (it turned out that the spell removes not only the lava and the Mist of Death, but also the pools of the Source), the spiders were thrown under the fire of the trap.

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

The conversation with the gnomes, as expected, ended with the capture of the detachment. (To me alone it seems that the outline of the map on the table resembles a certain famous country? With the point of striking?

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

Something like this has already happened before - in Neverwinter Nights)

"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")


"Divinity: Original Sin II": THREE TACTICS (Part Nine, "Arks")

The detachment merrily got out of the pit with poison, attacked the enemies - and died in full force. This will not work, you need to separate the opponents. Divided, destroyed one, took on the other - and he broke the box with the Mist of Death. Stay away from boxes!

Hammerfall is a story quest in Divinity: Original Sin 2. Lady Revenge is washed up on a rocky shore near Arx. The sickness reminded us that we must find Dallis and prevent her from using Eteran and the stolen power of the Source as she intended.

Passing

This story quest is activated in Act IV - The Hunt for Dallis.

Talk to Illness. She will say that you need to find Dallis and prevent her from using Eteran and the stolen power of the Source. The disease advises to start the search with the local Divine Order.

Fiend invaded Arx Harbor; defeat them so you can explore the Dallis ship - "Lord of Terror". The Lord of Terror can tell you that Dallis and Vredeman are much older than himself ... although he was once an elf and then an ancestor tree. Do not forget to check the chest, which contains a powerful unique amulet for magicians.

Walk across the bridge to Arx. Along the way, you will need to help the paladins to defeat the fiend vampires (the "Battle at the Gates" quest).

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

After completing Leander Kemm's Vault, Arhu will direct you to Zanders. Toy merchant Zanders, in turn, will tell you how to go through the first part of the Path of Blood, and give a special amulet. You will also take the Scroll of Atonement from his house.

Complete all side quests before heading to Lucian's Cathedral.

Head to the Cathedral to follow the Path of Blood. When you get close to the statue of Lucian, don't waste time on dialogue; none of the answers are correct. Instead, look to the left of the statue for a switch. Place the Source-infused amulet you received from Zanders into it, then press the button. You will automatically read the Scroll of Atonement and a hatch will open.

Through the hatch you enter the tomb of Lucian. There is a puzzle ahead.

Create some blood on the iron grate using a rain of blood spell, sacrifice of flesh, or by wounding (you will need to remove your armor):

Interact with the altar and select the second option to align the pipes. Below is one of the solutions:

Once you've aligned the pipes correctly, place the Blessing on the blood by the iron grate, then quickly tap the altar and select the first option to activate it. The puzzle will be solved and a secret hatch will open under Lucian's sarcophagus. Enter it.

(Some users went through the puzzle in a different way: a character with advanced telekinesis move the teleportation pyramid to the bowls behind the pipes. Then teleport to the pyramid and create blessed fire, water and blood in the bowls).

You find yourself in a place called "The Line of Suffering". Here, the Source puppets will attack you and interact with levers, which will impose various effects on your party, such as transforming into cows and the like. Use Siphon Source on these dolls to kill them, or powerful AOE area spells. After the puppets do not interfere, activate the five levers, the first letters of which are included in the word "RIGHT". The sequence doesn't matter.

After activating the "correct" levers, the barriers will be removed. It's time for the final battle. Make sure you complete all quests, memorize your best skills, and equip your best gear before entering the real Tomb of Lucian. The final battle and Divinity await you. You can't go back.

Job structure

Lady Vengeance was washed up on a rocky shore near Arx.

The sickness reminded us that we must find Dallis and prevent her from using Eteran and the stolen power of the Source as she intended. The disease advised to start the search with the local Divine Order.

We learned that Dallis and Vredeman had arrived in Arx aboard the Mister Dread.

"Mister Horror" told us that he brought Dallis and Vredeman and their "soulless soldiers" to Arx. Curiously, according to the ship, both Dallis and Vredeman are much older than himself ... although he was once an elf and then an ancestor tree. There is probably some mistake here? ..

We've learned that Lord Linder Kemm, the head of the paladins, can be found in the magister barracks. The paladins recaptured them from the masters during the riots. I need to talk to Kemm about Dallis: perhaps he knows what she intends to do in Arx and why she needs Eteran.

Kemm confirmed that Dallis had arrived in town aboard the Mister Terror. But where she went next, he does not know. He wants to find Raymond, the head of the White Masters. If we find Raymond ourselves, we can figure out where Dallis is.

We found the magisters' barracks, their operations center. The paladins plundered it and killed the masters. We need to look around here.

We have discovered a secret vault under the Magisters' Barracks - perhaps there we can find out what Dallis is up to and what she intends to do with Eteran.

After examining the dungeons under the magisters' barracks, we found out that Dallis wants to infiltrate the tomb of Lucian, located in the cathedral. We will have to do the same if we want to stop her - after all, Eteran is still in her hands, and so is the stolen Source. Whatever she's up to, it's clearly some kind of dirty trick.

We found out that Vredeman is actually King Brakk, whom Dallis resurrected to help her find Eteran. We need to be extremely careful when we meet her face to face, since she is served by a mad witch-king ...

It turns out that Lord Arhu is the keeper of the cathedral. Anyone who wants to enter Lucian's tomb will have to ask for his help.

We came to the cathedral, but to get to the tomb of Lucian, we first have to survive in a ritual called the Path of Blood. We have to figure out how to get through it.

Finds in the attic of Kemm's house:

  • In the attic of Kemm's house, we found a letter stolen from Dallis. He seems to be spying on her ... but that doesn't sound like an official investigation. What's on his mind?
  • We found a strange mirror in Lord Kemm's attic. Looking into it, we saw the last moments of the life of a disgusting creature, locked in a cave full of fire and lava. I wonder what kind of creature it was - and why does Kemm need such a mirror? ..
  • In the attic of Kemma's estate, we found the mirror of the Black Circle. Looking into it, we saw the last moments of White Face, trapped in fire and lava during the destruction of the Nameless Island. Where did Kemm get it? Was he following the Black Circle ... or was he doing something else?

Lord Arhu is missing. We need to find him - or find another way to enter Lucian's tomb.

We found the diary of Lord Arhu. He seemed to be in doubt about Lucian's order not to let anyone into his tomb. Arhu did not understand the intentions of the deceased Divine and wondered what he would say when he saw what the world had become in his absence.

We learned that both Dallis and Kemm independently demanded that Archu open the tomb of Lucian. He resolutely refused, although, apparently, even he himself could not help them bypass all the protective devices that guard the final resting place of the Divine. Arhu was clearly tormented by doubts about loyalty to Lucian's last will in this day when the Void threatens the entire world.

Vindego reveals that Linder Kemm made a vow to the God-King:

  • Vindego revealed that Linder Kemm made a vow to the God-King.
  • We went to Kemm and told everything we had learned about him from Vindego, but he denied all accusations. Probably, in vain we believed her then ...

Kemm tried to prevent us from freeing Archu. He appears to be a servant of the God King; he was instructed to ask Arhu how to enter Lucian's tomb.

We have found Lord Arhu. He told us everything he knew about how to get into the tomb of Lucian: we need to go past the statue of Lucian on the Path of Blood - with the help of some kind of amulet and the Scroll of Atonement. Both of these items can be obtained in the city, from the master of toys Zanders. The amulet must be put on oneself to be charged with the Source, and then placed in a hidden mechanism on the Path of Blood. After that, you should read what is written in the Scroll of Atonement, and the passage will open. He also warned us about the dangers of the Death Room, where there are many levers, most of which activate traps. You have to pull the five levers that make up the word "right" to get through without hindrance. However, Arhu said, no one knows how to defuse all the traps to the very tomb of Lucian. There are still many dangers there.

If Arhu dies:

  • Lord Arhu died, but his sign told everything he knew about how to get into the tomb of Lucian: we need to go past the statue of Lucian on the Path of Blood - with the help of some kind of amulet and the Scroll of Atonement. Both of these items can be obtained in the city, from the master of toys Zanders. The amulet must be put on oneself to be charged with the Source, and then placed in a hidden mechanism on the Path of Blood. After that, you should read what is written in the Scroll of Atonement, and the passage will open. He also warned us about the dangers of the Death Room, where there are many levers, most of which activate traps. You have to pull the five levers that make up the word "right" to get through without hindrance. However, Arhu said, no one knows how to defuse all the traps to the very tomb of Lucian. There are still many dangers there.

In a small camp near the coast, we found a hiding source puppet. She told us that she had fled from the "death room", which was under the "huge hall of crying and song." Isn't she talking about the cathedral? ..

The Source Puppet mentioned that the room she came from has many levers that lead to death, but only a few say "right." She told us that we must acquire the right to freedom. What does it mean?..

The word “RIGHT” was engraved on the body of the Source puppet. Perhaps it has something to do with where the puppet came from ...

Zanders, a toy dealer, was involved in designing the protective devices around Lucian's tomb. We must find out everything from him.

Toy merchant Zanders told us how to go through the first part of the Path of Blood. We need a Source-filled amulet and a scroll of Atonement. The scroll should be in a locked writing desk on the second floor of the Zanders house - the password is "Giyora". When we find both of these items, we can use them in the cathedral to open up a secret passage. We need to look for a hidden mechanism next to the statue of Lucian.

We have received the Scroll of Atonement.

We have received the Source Amulet. In order for it to begin to act, it must be filled with the power of the Source and put on.

We have filled the amulet with the Source.

We are standing at the beginning of the Path of Blood. Will they consider us pure and righteous, will they allow us to pass? ..

Walk the Path of Blood:

  • We tricked us along the Path of Blood and descended.
  • We followed the Path of Blood and went down.
  • We were unable to walk the Path of Blood. There must be a way to get around it ...

We infiltrated Lucian's Tomb, but found neither Dallis nor Eteran there. Is she really ahead of us? ..

We managed to solve the riddle and went on.

A talking door warned us that we would die if we tried to get to Lucian's tomb, and ordered us to leave.

We entered a large room with many levers ... and very unfriendly Source puppets.

By pulling the correct lever, we were able to go further.

We have penetrated what by all indications should be the tomb of Lucian.

“Everything happened as I expected. Just a drop of the magic of the Source ... And, like flies on honey, monsters flocked. The rabble panicked and a massacre began. The masters pointed their fingers at me. As I had planned. They put a collar and shackles on me and sent me to Fort Joy. I came here to kill the awakened ones. But instead, I became a part of their story. "

Part - 1: Prologue / Fresh Breeze

Divinity: Original Sin 2. Walkthrough

After the character editor, the newly created hero or heroine will be on the ship. Go to the Magister Siven, along the way inspecting various objects. The girl will tell the story of who you were once an extremely dangerous magician, but now you do not pose a threat to anyone, since a special magic collar hangs around your neck.

As soon as the dialogue ends, open the doors and go into the corridor: on the side you can see two more masters and a pool of blood in the next cabin. Go inside and talk to Master Waters: she will ask you to help find the culprit of all this horror. Exit now from the cabin - the opposite door will be locked. Go to the main room further down the center.

In the large lower deck of the ship, you will stumble upon a bunch of masters and other different characters, who are also wearing magic collars, and some of these characters will become your faithful allies and companions in the future, so I recommend that you get to know everyone.

Magister Viktar and a comrade named Ifan ben Mezd will stand near the door on the right side. The bottom line is that the master will accuse Ifan of the murder. You can refute the ridiculous suspicions. A locked door will be located nearby, and if you hold down the "Alt" key, then you will find a key near the bed, after which the door can be opened with this key, but the next door cannot be opened.

Go to the doors on the left side - there will be Magister Paidy. After talking with him, he will let you inside. Inside, a scene will begin in which a strange woman named Vindego and several masters will take part (moreover, if you play as an elf or undead in the form of an elf, then flesh could be eaten at the crime scene, after which a vision would appear, which again indicated to this strange woman). In any case, the outcome of the conversation will be the same anyway: Vindego breaks off the collar, creates an explosion, after which the masters die, and the character loses consciousness.

As soon as the character comes to his senses, you can quickly search all the chests and boxes nearby. If you return back to the large room, then you will find that all the satellites on the lower deck are lying unconscious and their attempts to rise will be in vain.

In any case, in the room where the explosion occurred, there is a staircase that leads upstairs. On the right side there is a cabin, inside which the Masters' dog will stand. If during character creation you have chosen the talent "Friend of Animals", then you can talk to the dog or kill if you wish. There is another door nearby in the same cabin, but it will be locked. The door in the next cabin, which leads again to the same room, is also locked. Therefore, go further into the large room.

In the center is a locked door with a skull depicted on it. The key to the doors is located nearby - on the right side on the body of the murdered Master Priest Mevin. The path to the corpse will be blocked by fire, but it can be easily extinguished if you shoot at a barrel of water. Nearby, an undead elf Feyn will sit in a dead end (provided that you yourself do not play as Fane's undead). In any case, if during the dialogue with him you choose the second answer, then you will get +2 to the relationship. Use the key to open the doors, but the door will be the territory of the "Mist of Death", so it is deadly to enter there (if you are not playing as an undead character). In any case, go up the side stairs.

On the deck of the ship you will have to fight with several rather large insects called "Vile Devil". But nothing too complicated - just tactical training battles. On the other side of the side there will be a dinghy with the surviving prisoner. During the dialogue, the character offers to save the rest of the prisoners and I recommend that you agree to do this, so go back down to the bottom.

Now, upon arrival on the lower floor, it will turn out that all the characters have come to their senses and are independently fighting with hostile insects, thereby clearly demonstrating their combat capabilities. After a small cleanup, return with them back to the boat to escape from the sinking ship. As a result, the character lags behind the group during the rescue, remains on the ship and is saved only thanks to the wreckage (if you refuse to go down to save the rest of the characters, then everything will happen quite the opposite: you are saved by the boat, and the rest of the characters - thanks to the wreckage).

Part - 2: Fort "Joy"


How to get through Divinity: Original Sin 2

"Coast"

Part - 3: The Awakened

Divinity: Original Sin 2. Walkthrough Complete Game

"Ship Lady Revenge"

(?) Quest: "Lady of the Seas"

There will be many dead characters on the ship after the assault. First of all, talk to Gareth and Ailment, from whom you will learn that the ship is actually alive, because it is built of a special and unique tree, so in order to go sailing, you will first have to negotiate with the ship.

Location: "Upper Deck". Get down now into the hold. Despite the fact that the companions have gone about their business, they can still be brought together if you walk through all the decks. On this deck you will find only half, so get down below.

Location: "Lower Deck". There is a cage on the bow of the ship, and inside is the crippled, but alive Bishop Alexander. In the center of this floor there is a magic mirror, where you can change the appearance of your character if you wish. There are special doors on the back of the ship that you can talk to. But before you open the doors, look for "", which will indicate an important password for further passage - "". However, this is not all: ask him to go inside the cage to Alexander in order to examine the body and take another important item in his clothes - "". And only after that you return back to the magic doors to use the found password and stone.

Location: Dallis Cabin. In a locked cabin, the heroes stumble upon a craftsman named Tarkin. He will tell the story of how he became a prisoner of the witch Dallis. He can be trusted and thus kept alive. In addition, many useful items can be bought from him, so take this into account. In any case, after the conversation, inspect the bed - there is a pressure plate on the right side of it. After pressing on the stove, one of the cabinets will move (you will immediately notice which one). Next, choose another hero and click on the plate, which is already located behind the departed cabinet. As a result, a secret room with valuable treasures will open.

On a large table right next to Tarkin there will be "". Be sure to take the pyramid in order to use it and thus move to the secret room. However, after teleportation, you will have to fight with two geists, who are of the 8th level. After winning, take "".

Now you can safely go back upstairs and activate a living dragon sculpture on the bow of the ship, thanks to the song from the book (which was found earlier). As a result, the ship will obey your hero and you can then talk to Illness, who will tell you that you need to go to Driftwood to meet with Maester Siva.

"The open sea"

On the way, another ship will attack your ship and it turns out that this is the ship of the same witch Dallis. However, in addition to this, there will be an unknown and mysterious person in a cloak. Enemy leaders will not take part in battles, but will provide all kinds of help with spells. Your team will be opposed by geists (2), masters (3) and bloodhounds (2). Of course, the forces will be unequal, so it will not be possible to overcome them, but the main task is not to overcome them, but only to protect the Ailment for five turns, until it casts a large-scale spell.

Geists will be the most dangerous: they will inflict serious physical damage and can teleport straight to Ailment. Therefore, I recommend to hurry and remove either magical or physical armor as quickly as possible, and then apply some slowing spells: hitting the ground, throwing a stone, freezing, injury, sleep, or a stunning arrow. As for the masters, they can also quickly move directly to Ailment, but they can do this only once, so after that it will be possible to teleport them or Ailment to some other safer place. In the end, constantly apply some healing spells on the Ailment, stone skin (if any) and magic protection (again, if you have one in your arsenal). All this will allow you to hold out all five moves until the key moment.

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The note: If during the battle you do not kill a single enemy, then you will receive the achievement. If on an easy level of difficulty it is possible to kill absolutely all the attackers, then again you will get an achievement, but already different.

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(?) Quest: "Into the Halls of Echo"

This time, you appear in the outline. All the patron gods will be represented in them, but they will be tied and suspended from the tree of emptiness. There are seven gods in total: "Zorl-Stissa" - the God of the lizards, "Tyr-Zendelius" - the God of the elves, "Dune" - the God of the gnomes, "Vrogir" - the God of the Orcs, "Zantezza" - the Goddess of demons, "Amadia" - the Goddess of wizards , "Ralik" - God of people. After familiarizing yourself with the gods, collect the magic of the source, approach your race and apply "" to the deity. After these actions, the chosen God will tell that they are swiftly absorbed by emptiness and the heroes need to hurry up to save them.

As soon as your character regains consciousness, the Ailment spell transfers the entire ship to another world. Get down to the lower deck and talk to the sorceress, then return to the real world and sail to the indicated destination.

Part - 4: Mastering the Power of Source

Divinity Original Sin 2. Walkthrough

Reaper's Coast

(?) Task: "Sharp awakening" (Part - 1)

As soon as control passes back to you, talk to everyone, get into the boat and go ashore. Upon arrival, the heroes will notice that the entire coast will be covered with poisoned fish. If you have an undead character in your squad, then the sent fish can be collected and used instead of healing potions (bottles with poison). On the left side is a shark thrown ashore: offer to return it back to the water. As a result, she will refuse and report that all the water around is contaminated with emptiness. A little higher is the new portal "". In the fields on the left side, you can admire how the dwarf fights with a large praying mantis. As soon as you get closer, the praying mantises will hide, after which the whole group will be attacked by the vile deities of hell (total - 4) and the disastrous devil with poisoned blood of the 9th level (total - 2).

(?) Quest: "The Plundered Caravan"

On the central road there are three broken carts of the masters, and nearby, in fact, their pipes and a couple of dead dwarfs. But one dwarf warrior will be alive, so she will be able to explain what happened, albeit inaudible. You can also turn to the boy on the right side, who will clearly and clearly make it clear that the fiends of the void attacked the caravan. A little later, the collected information will give an opportunity to go into the city: tell the guards on the bridge that you have news regarding the caravan and they will let the whole group inside without any problems.

(?) Assignment: "They will not pass"

On the right side, on the edge of the bridge, there is a boy named Barrin Pruitt. He will tell you that his mother remained on the other side in the house, which is now surrounded by fiends. And so the boy asks your heroes to save her. It will be possible to cross the river only through the northern checkpoint of the paladins, but the problem is different: at the very beginning, there is simply not enough strength to pass this location. So I recommend going there a little later.

Move along the river in a northerly direction until you come across hens on the bank, whose eggs have disappeared. Climb higher and fight a level 9 monster called "Foulwing Fiend". Around this monster there will be large distorted eggs, of which, in fact, the fiends are born. There will be one surviving egg on top of the dead end, so when you defeat the enemies, take this very egg and return it to the Big Margin chicken for incubation.

When you return to this place again, but a little later, a black chicken named Piskun will hatch from the egg: he will kill all healthy chickens, after which he will follow the main character. The unusual chicken will need to be delivered to the north, across the paladin checkpoint and get a little north to the magic rooster. Near this rooster, Piskun is transformed into a large monster, so you have to fight with him. After the victory, the task will be completed.

Note: A boy named Pidge will ask about Ifan ben Mezda, so I recommend that he be in your squad in order to continue the companion's quest chain. In the north, there will also be a gallows on which Siwa will be suspended, but so far you will not have enough strength to free her, since you have to fight the masters.

"Driftwood"

(?) Quest: "Law of the Order"

Enter the city along the bridge to the west. There will be a statue in the center and four merchants nearby. I recommend going to the pier at the very beginning to meet with the local chief - Magister Raymond. Upon arrival to him, he will immediately smell the Source in the heroes, but he can lie, saying that you have come to join the order. In this case, the master will believe you and issue a special document - "" (thanks to this document, the guards will no longer pester the heroes). Soon, Raymond urgently sails on the ship, and leaves another Master, Julian, as his deputy. Therefore, it is with him that we should speak further. From Julian, you will learn about the missing masters right in the city.

(?) Assignment: "A man and his dog"

At the city fountain in the center, a beggar bum will sit with a dog, begging for money. Examine the dog, turn over his collar, ask about the owner's cache. You can demand money from a beggar for bullying a dog, or you can simply take and drive him out of the city.

Location: "Black Bull Tavern". The local city herald Togrof will tell you three important news - I recommend listening to them carefully. Inside the tavern, a girl named Safa will be sitting at the counter - you can get drunk with her. Talk to the innkeeper and try not to be rude to her, because in the end it turns out that she is the mother of one of the masters.

(?) Assignment: "Losses in the ledger"

On the right side, at a table in the tavern, there will be a character named Garvan - if you talk to him, then he will mistake your character for a waiter. You can create and serve a Sent Meat Stew. How to make this dish? Behind the tavern there is a separate place where the person from the toilet will tell you the recipe for the stew: stew + stale fish (other ingredients will not work). For the work done, you will receive an achievement. After lunch, Havana will tell an interesting story: he, together with his teacher Liam, somehow transported a rather valuable cargo, but in the end left it halfway due to an unexpected attack of fiends.

(?) Assignment: "Love has a price"

In the tavern, be sure to talk to the local worker Lovrik as well, who will offer additional services of the tavern. In the conversation, choose the gender and race of the one with whom you would like to spend the night, after which you will receive the key to the third floor of the tavern. It will be possible to go inside with only one hero, or a separate companion. If you use the service for the Red Prince, then in the morning he will have a vision of the Red Princess.

(?) Assignment: "You Can't Fill Grief"

There will be a hotel on the second floor of the tavern. The hotel is home to a wealthy merchant, traveler and woman - Captain Ableweather. The girl will tell that her ship went to the bottom, but she survived and, in fact, it does not give her rest. The girl will be able to buy an item called "".

Location: "Underground tavern". In the western part of the tavern there will be a guard gnome who guards the passage to the basement. He can be paid 50 coins for a pass (one time) and go inside. At the bottom there will be a kind of underground tavern. On the right side there will be a lizard named Ganges, who will tell the Red Prince where to look for the next dreamer. A little further there will be a statue of teleportation, and next to it there are round floor buttons. Press the buttons and on the right side the doors to the secret room on the side will open.

In the left corner is the headquarters of the local underground gnomish leader Lohar. The heroes soon witness how his own daughter, Marla, attacks him. The attempt itself fails miserably. Lohar should be asked about local strong sorcerers and he talks about a dwarf named Mordus, so now we go in search of this character.

(?) Quest: "Driftwood Arena"

In the second half of the underground tavern, there is a local battle arena. The champion of the arena is a gnome named Murga. In order to fight her, it is necessary not only to defeat a team of five people in a fight, but to fight with a blindfold.

Location: "Other buildings". On the right side of the tavern is the Deepwood Prison. The main room will be occupied by the local chief, who will promise a reward to anyone for capturing the murderer of the masters. In the basement, the camera will be watched by a man who is clearly dissatisfied with his work and, apparently, who is carefully hiding something. If you talk to him and convince him, then he will quit his job.

(?) Quest: "Hide and Seek"

There will be a boy and a girl on the pier - Ben Buttons and Harrietta. They will tell you that their mutual friend went swimming to the Fort "Joy". They should be convinced that this is a bad place and should not be followed. They start playing Alexandra and Sick.

(?) Assignment: "The Missing Masters" (Part - 1)

From passers-by it will be possible to learn that at the moment three masters have already disappeared. Local guards naively suspect of these mysterious crimes some kind of junk dealer. Slightly more specific information is possessed by an elf named Stewart near the entrance to the tavern: he believes that the culprit is someone from the guests of the local tavern.

Location: Driftwood Fish Warehouses. Dwarfs will work in the warehouses, but among them there will be quite a few masters who are looking for a suspected junk dealer. A little higher in the room, the chief will be sitting, who will talk about the supply of poisoned fish, but at the same time he will not tell about who might need it.

On the right side of the salt conveyor, talk to the gnome who will tell you about the supplies. At a certain moment in the dialogue it will be possible to inspect the barrel, where the destination will already be written - "Black House".

(?) Quest: "Strange Cargo"

Outside the warehouses on the left, the heroes stumble upon a gnome named Kannox. The gnome is aware of where the wanted person is hiding, but he just refuses to tell. Therefore, in the dialogue, I recommend to mention that you were in Fort "Joy" and were successfully able to get out of there - the gnome's attitude towards you will immediately change dramatically for the better. He will tell you that the junk dealer is hiding in one of the barrels of fish.

Go to the room to the right of the coast and in one of the barrels you can find Higba the old man. He will ask, in turn, to take him out of the encirclement straight out of the city. The safest route is along the south bank to the left. There will only be two level 9 patrol masters along the way, so you can even just run quickly past them while they're gone. But if it just so happened that they noticed you, there will be two options for solving the problem: the first is to hand over the junk dealer, the second is to join the battle. The most interesting thing is that even if you want to deliberately join the battle, the masters will fight in complete solitude, no one will come to their aid.

When he manages to get over to the western side of the river, Higba will thank all the heroes from the bottom of his heart and again hide in a barrel. From Higba, you can beg for a valuable scroll "". In a conversation with him, you can find out that he bought the things of the killed from the cook in the tavern. By the way, for saving the junk dealer you will receive a unique tag - "".

Well, it’s time to go back to the city and talk to the cook Wevlia in the tavern. During the dialogue, you will be able to find out the shocking truth: it is she who secretly kills the masters, after which she prepares meat stew of them. However, for her to be imprisoned, you will have to find evidence.

(?) Assignment: "Lost and Found"

Move further west from the fish depots. Soon, on the shore, you will definitely stumble upon another gnome - Lagan. He will talk about dropping his wedding ring into the water. The ring is located somewhere right here under the pier, but as soon as you get the ring, monsters will come out of the water. It turns out that this is a trap and you have to fight with the Moloch of the Void of the 10th level and the electric frogs "Water Fiend" of the 9th level (there are 5 of them in total). Since the enemies will specialize in electricity, move as far away from the water as possible.

(?) Task: "Sharp awakening" (Part - 2)

So, Siwa's house is located in the upper right corner of the city. At the entrance there will be a girl who will tell you that Siwa was recently captured and taken away somewhere by the masters. The house, in turn, will be locked, but inside you will notice a complete mess.

Move to the right side straight across the ford. There will be a gallows on the main road, and two lizards will be suspended on it, one of which is Maestr Siwa. She will ask to be released, but she will be guarded by an executioner named Ninyan of the 9th level and the masters nearby (there are 5 of them in total), so I recommend that you prepare for battle first.

As soon as you manage to defeat all the enemies and free Siwa, return with her back to her house. Inside the house, remove the picture from the wall - there is a button on the back. There is a hatch under the bed, but opening will require a password, which only Siwa knows. It will not be difficult to find out the password, so when you find yourself in the basement, you will have to go through a ritual in order to meet God. Sequencing:

In the nightstand on the right side of Siwa, take the knife and black root. ... Take the bowl on the left side from the triangular stand. ... Click on the knife twice to leave the character's blood on it. ... Open the menu for creating things (crafting) and combine the bowl with the root and the bloody knife. ... As a result, you will get a potion that will need to be placed under the dragon statue: turn the wheel, smoke will go from the potion. ... Finally, choose the option "Retain smoke in the lungs" and the character is sent to another dimension.

Now you can talk to God. This time he will teach a completely new spell of the Source - "" (the ability to see the world of spirits). After that, go straight to the cloud on the right side and return back to the real world. The first ghost, the Spirit of Master Harrik, will visit the character's room.

(?) Assignment: "The Missing Masters" (Part - 2)

In the city, go to the tavern and stumble upon the spirit of one of the slain masters. During the dialogue with the ghost, the heroes learn that the cook is behind the murder, and the spirit cannot retire due to the fact that she wears the ring she left on her hand.

Now the thief character must take over. So, while the cook is in the room on the right, the hero in the room on the left must examine the board in the floor, inside which there is a cache, and in the cache there is a severed hand and a ring on it.

With a ring and a severed hand, you can go to the officer in prison. As a result, he will send his subordinate to the detention of the cook, but in the end the cook will kill her. If you show the ring to the cook in person, then the battle will immediately begin. After the victory, only a list of victims on a piece of paper remains of the evidence, which, again, can be taken to the officer. As a reward, you can choose one of the four presented items to choose from.

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♦ Note: On the left side of the tavern, the local cat can be fed with fish, which is poisoned by the void. The cat will eventually die and you can talk to his spirit. As a result, get the achievement.

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Questions and answers on the passage of the game

(?) Question: How to remove the collar in Divinity: Original Sin 2?

♦ Answer: The anti-magic collar on the character can be removed at the beginning of the game, if in the ghetto of the "Joy" fort you go down to the basement and you can win the arena. After the victory, go to the blacksmith Nebora, who is in the upper right corner of the ghetto. But all collars can only be removed during the passage of the storyline at the end of the 2nd chapter / 2nd act.

(?) Question: How to resurrect characters in Divinity: Original Sin 2?

♦ Answer: This is possible only if not all characters died in the battle and there is a survivor. This character will have to use the "Scroll of Resurrection", which you can either buy from any merchant for 250 coins, or make yourself. The formula for creating a scroll of resurrection is as follows: Essence of Life + Essence of Water + Sheet of Paper.

(?) Question: How do I get Source Points in Divinity: Original Sin 2?

♦ Answer: For this, as a rule, it is necessary to collect the luminous liquid. However, there is another way: you can use a unique spell that draws the source from other creatures (the spell is present in the wands of the Supreme Masters).

(?) Question: How to get out of the prison Divinity: Original Sin 2?

♦ Answer: In Chapter 2 / Act 2, if you commit any crime / offense, then the character will be put in an underground prison, and in solitary confinement. The cell, in turn, has a teleportation scroll, but you cannot move yourself. Therefore, in order to get out of the prison, you need to talk to the rat inside, which will give the master key (the master key can be used to break the cell doors). However, if the problem lies in the skill of communicating with animals, then the rat will have to be trivially killed, and then the pick from the corpse should be taken.

(?) Question: How to increase Action Points in Divinity: Original Sin 2?

♦ Answer: Action points in the game depend on a stat called "Initiative". It will be possible to increase the number of points with the help of potions, scrolls, haste spells and other useful effects.

(?) Question: How to reset skills in Divinity: Original Sin 2?

♦ Answer: You can reset skill points while standing in front of a magic mirror. This function becomes available only from the beginning of the passage of the 3rd chapter / 3rd act. The mirror will be located on the lower deck of the ship on which you sail from the "Joy" fort.

(?) Question: Where can I find all the companions in Divinity: Original Sin 2?

♦ Answer: Sooner or later you will meet all the companions in the ghetto of the "Joy" fort. There will be six companions in total, but you can only take three with you (not counting the main character). And in the process of passing the game, satellites can always be exchanged for others.

(?) Question: How do I get the fifth companion in Divinity: Original Sin 2?

♦ Answer: The maximum number of characters in a group is four. It is simply impossible to add more characters. You can only free up a slot for another character - that is, replace, but not add a fifth companion.

(?) Question: Where to get a shovel, where is a shovel in Divinity: Original Sin 2?

♦ Answer: At the very beginning of the game you can find a free shovel on the north coast - on the central wreck of the bridge. After that, you will have to buy shovels from merchants, or hope for an accidental find.

(?) Question: Where can I find Gareth in Divinity: Original Sin 2?

♦ Answer: The bottom line is that Gareth was surrounded in the Echoing Marshes in the ruins to the north. Upon arrival, he will also have to help defeat two groups, which consist of masters of four people per group.

(?) Question: Where to buy skills in Divinity: Original Sin 2?

♦ Answer: In Chapter 2 / Act 2, the skills will be sold at a place called "Echoing Marshes", which is located in the south - in the Shrine on the Rock. In Chapter 4 / Act 4, gnomes will trade skills in Driftwood Square.

(?) Question: What suchexplorer modevDivinity: Original Sin 2?

♦ Answer: This is an easy game mode, where, for example, opponents offer almost no resistance in battles. The mode was created specifically for those players who do not know how to play tactical games and just want to go through the storyline, plunging into the atmosphere.

(?) Question: What is the black cat in Divinity: Original Sin 2?

♦ Answer: The black cat must be led through the "Joy" fort in the east direction. In the end, the cat simply disappears and turns into a Summon Cat spell. In the future, the cat can be summoned in battles, it quickly gets to the specified target and quite well prevents the archers from shooting, thereby engaging in close combat.

(?) Question: What to do with a jug of souls in Divinity: Original Sin 2?

♦ Answer: Soul Jugs are designed to keep the undead in this world. So if you break the jug, then any specific owner will cease to be a skeleton (undead) and will die fully, and not partially. I recommend that you carry all the found jugs of souls with you and break them only if you have met the owner of the soul, in order to at least hear the dying speech and gain valuable experience.

(?) Question: How is undead different in Divinity: Original Sin 2?

♦ Answer: All undead heroes have several key features. First, instead of the usual healing potions, scrolls and other things, they use poisons and other negative sending effects, which in turn heal them. Normal healing scrolls and healing bottles are crippled. Second, the undead know how to transform into characters of other races.

(?) Question: How and with what to remove the necro-flame in Divinity: Original Sin 2?

♦ Answer: The bottom line is that necro-flame is a unique and special type of curse that cannot be extinguished by anything.

(?) Question: Where can I find Sibylla in Divinity: Original Sin 2?

♦ Answer: In Chapter 2 / Act 2, Sibylla can be found on the South Beach, near the ghetto entrance. In subsequent chapters / acts, all the main characters will always be waiting on their personal ship.

The full walkthrough of Divinity: Original Sin 2 will appear here soon, so stay tuned!

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LBTFB RPDENEMIK ZhPTFB TBDPUFSH. hFPTBS ZMBCHB RPMOPUFSHA

LBTFB Divinity Original Sin 2. UEFCHETFBS ZMBCHB. PUOPCHOBS LBTFB YZTSCH. пВПъОБЮЕОЩ ФПТЗПЧГЩ

NYYB l. 2017 W.

Hammerfall is a story quest in Divinity: Original Sin 2. Lady Revenge is washed up on a rocky shore near Arx. The sickness reminded us that we must find Dallis and prevent her from using Eteran and the stolen power of the Source as she intended.

Passing

This story quest is activated in Act IV - The Hunt for Dallis.

Talk to Illness. She will say that you need to find Dallis and prevent her from using Eteran and the stolen power of the Source. The disease advises to start the search with the local Divine Order.

Fiend invaded Arx Harbor; defeat them so you can explore the Dallis ship - "Lord of Terror". The Lord of Terror can tell you that Dallis and Vredeman are much older than himself ... although he was once an elf and then an ancestor tree. Do not forget to check the chest, which contains a powerful unique amulet for magicians.

Walk across the bridge to Arx. Along the way, you will need to help the paladins to defeat the fiend vampires (the "Battle at the Gates" quest).

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

After completing Leander Kemm's Vault, Arhu will direct you to Zanders. Toy merchant Zanders, in turn, will tell you how to go through the first part of the Path of Blood, and give a special amulet. You will also take the Scroll of Atonement from his house.

Complete all side quests before heading to Lucian's Cathedral.

Head to the Cathedral to follow the Path of Blood. When you get close to the statue of Lucian, don't waste time on dialogue; none of the answers are correct. Instead, look to the left of the statue for a switch. Place the Source-infused amulet you received from Zanders into it, then press the button. You will automatically read the Scroll of Atonement and a hatch will open.

Through the hatch you enter the tomb of Lucian. There is a puzzle ahead.

Create some blood on the iron grate using a rain of blood spell, sacrifice of flesh, or by wounding (you will need to remove your armor):

Interact with the altar and select the second option to align the pipes. Below is one of the solutions:

Once you've aligned the pipes correctly, place the Blessing on the blood by the iron grate, then quickly tap the altar and select the first option to activate it. The puzzle will be solved and a secret hatch will open under Lucian's sarcophagus. Enter it.

(Some users went through the puzzle in a different way: a character with advanced telekinesis move the teleportation pyramid to the bowls behind the pipes. Then teleport to the pyramid and create blessed fire, water and blood in the bowls).

You find yourself in a place called "The Line of Suffering". Here, the Source puppets will attack you and interact with levers, which will impose various effects on your party, such as transforming into cows and the like. Use Siphon Source on these dolls to kill them, or powerful AOE area spells. After the puppets do not interfere, activate the five levers, the first letters of which are included in the word "RIGHT". The sequence doesn't matter.

After activating the "correct" levers, the barriers will be removed. It's time for the final battle. Make sure you complete all quests, memorize your best skills, and equip your best gear before entering the real Tomb of Lucian. The final battle and Divinity await you. You can't go back.

Job structure

Lady Vengeance was washed up on a rocky shore near Arx.

The sickness reminded us that we must find Dallis and prevent her from using Eteran and the stolen power of the Source as she intended. The disease advised to start the search with the local Divine Order.

We learned that Dallis and Vredeman had arrived in Arx aboard the Mister Terror.

"Mister Horror" told us that he brought Dallis and Vredeman and their "soulless soldiers" to Arx. Curiously, according to the ship, both Dallis and Vredeman are much older than himself ... although he was once an elf and then an ancestor tree. There is probably some mistake here? ..

We've learned that Lord Linder Kemm, the head of the paladins, can be found in the magister barracks. The paladins recaptured them from the masters during the riots. I need to talk to Kemm about Dallis: perhaps he knows what she intends to do in Arx and why she needs Eteran.

Kemm confirmed that Dallis had arrived in town aboard the Mister Terror. But where she went next, he does not know. He wants to find Raymond, the head of the White Masters. If we find Raymond ourselves, we can figure out where Dallis is.

We found the magisters' barracks, their operations center. The paladins plundered it and killed the masters. We need to look around here.

We have discovered a secret vault under the Magisters' Barracks - perhaps there we can find out what Dallis is up to and what she intends to do with Eteran.

After examining the dungeons under the magisters' barracks, we found out that Dallis wants to infiltrate the tomb of Lucian, located in the cathedral. We will have to do the same if we want to stop her - after all, Eteran is still in her hands, and so is the stolen Source. Whatever she's up to, it's clearly some kind of dirty trick.

We found out that Vredeman is actually King Brakk, whom Dallis resurrected to help her find Eteran. We need to be extremely careful when we meet her face to face, since she is served by a mad witch-king ...

It turns out that Lord Arhu is the keeper of the cathedral. Anyone who wants to enter Lucian's tomb will have to ask for his help.

We came to the cathedral, but to get to the tomb of Lucian, we first have to survive in a ritual called the Path of Blood. We have to figure out how to get through it.

Finds in the attic of Kemm's house:

  • In the attic of Kemm's house, we found a letter stolen from Dallis. He seems to be spying on her ... but that doesn't sound like an official investigation. What's on his mind?
  • We found a strange mirror in Lord Kemm's attic. Looking into it, we saw the last moments of the life of a disgusting creature, locked in a cave full of fire and lava. I wonder what kind of creature it was - and why does Kemm need such a mirror? ..
  • In the attic of Kemma's estate, we found the mirror of the Black Circle. Looking into it, we saw the last moments of White Face, trapped in fire and lava during the destruction of the Nameless Island. Where did Kemm get it? Was he following the Black Circle ... or was he doing something else?

Lord Arhu is missing. We need to find him - or find another way to enter Lucian's tomb.

We found the diary of Lord Arhu. He seemed to be in doubt about Lucian's order not to let anyone into his tomb. Arhu did not understand the intentions of the deceased Divine and wondered what he would say when he saw what the world had become in his absence.

We learned that both Dallis and Kemm independently demanded that Archu open the tomb of Lucian. He resolutely refused, although, apparently, even he himself could not help them bypass all the protective devices that guard the final resting place of the Divine. Arhu was clearly tormented by doubts about loyalty to Lucian's last will in this day when the Void threatens the entire world.

Vindego reveals that Linder Kemm made a vow to the God-King:

  1. Vindego revealed that Linder Kemm made a vow to the God-King.
  2. We went to Kemm and told everything we had learned about him from Vindego, but he denied all accusations. Probably, in vain we believed her then ...

Kemm tried to prevent us from freeing Archu. He appears to be a servant of the God King; he was instructed to ask Arhu how to enter Lucian's tomb.

We have found Lord Arhu. He told us everything he knew about how to get into the tomb of Lucian: we need to go past the statue of Lucian on the Path of Blood - with the help of some kind of amulet and the Scroll of Atonement. Both of these items can be obtained in the city, from the master of toys Zanders. The amulet must be put on oneself to be charged with the Source, and then placed in a hidden mechanism on the Path of Blood. After that, you should read what is written in the Scroll of Atonement, and the passage will open. He also warned us about the dangers of the Death Room, where there are many levers, most of which activate traps. You have to pull the five levers that make up the word "right" to get through without hindrance. However, Arhu said, no one knows how to defuse all the traps to the very tomb of Lucian. There are still many dangers there.

If Arhu dies:

  • Lord Arhu died, but his sign told everything he knew about how to get into the tomb of Lucian: we need to go past the statue of Lucian on the Path of Blood - with the help of some kind of amulet and the Scroll of Atonement. Both of these items can be obtained in the city, from the master of toys Zanders. The amulet must be put on oneself to be charged with the Source, and then placed in a hidden mechanism on the Path of Blood. After that, you should read what is written in the Scroll of Atonement, and the passage will open. He also warned us about the dangers of the Death Room, where there are many levers, most of which activate traps. You have to pull the five levers that make up the word "right" to get through without hindrance. However, Arhu said, no one knows how to defuse all the traps to the very tomb of Lucian. There are still many dangers there.

In a small camp near the coast, we found a hiding source puppet. She told us that she escaped from the "death room", which was under the "huge hall of crying and song." Isn't she talking about the cathedral? ..

The Source Puppet mentioned that the room she came from has many levers that lead to death, but few say "right." She told us that we must acquire the right to freedom. What does it mean?..

The word "RIGHT" was engraved on the body of the Source puppet. Perhaps it has something to do with where the puppet came from ...

Zanders, a toy dealer, was involved in designing the protective devices around Lucian's tomb. We must find out everything from him.

Toy merchant Zanders told us how to go through the first part of the Path of Blood. We need a Source-filled amulet and a scroll of Atonement. The scroll should be in a locked writing desk on the second floor of the Zanders house - the password is "Giyora". When we find both of these items, we can use them in the cathedral to open up a secret passage. We need to look for a hidden mechanism next to the statue of Lucian.

We have received the Scroll of Atonement.

We have received the Source Amulet. In order for it to begin to act, it must be filled with the power of the Source and put on.

We have filled the amulet with the Source.

We are standing at the beginning of the Path of Blood. Will they consider us pure and righteous, will they allow us to pass? ..

Walk the Path of Blood:

  • We tricked us along the Path of Blood and descended.
  • We followed the Path of Blood and went down.
  • We were unable to walk the Path of Blood. There must be a way around it ...

We infiltrated Lucian's Tomb, but found neither Dallis nor Eteran there. Is she really ahead of us? ..

We managed to solve the riddle and went on.

A talking door warned us that we would die if we tried to get to Lucian's tomb, and ordered us to leave.

We entered a large room with many levers ... and very unfriendly Source puppets.

By pulling the correct lever, we were able to go further.

We have penetrated what by all indications should be the tomb of Lucian.

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