A test for all seasons. Preparing to sail

Putties 03.10.2022
Putties

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

Passage of the quest

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

Each statue has its own name:

  • Hero of winter;
  • Hero of autumn;
  • Summer hero;
  • Spring hero.

Each will require its own individual approach. It is highly recommended to attack the Hero of Winter with the spell "Cold Explosion" or "Destructive Hail". a combination of "Rain" and "Universal Chill" will also work.

The hero of autumn will be attacked by casting a fire spell on water. After that, it is necessary to electrify the resulting cloud using the "Electric Discharge" skill. You can also use similar skills that can be created with . An alternative option is to use an electric boom.

To attack the Hero of Summer, you must use the Laser Beam ability. As another option, you can resort to using a fire slug. This is necessary in order for him to be able to use the aforementioned spell. In case your character does not have one, then summoning a slug is the only possible option.

The hero of spring will be attacked with the Blood Rain skill. You can also use the racial ability of the elves called "Flesh Sacrifice".

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

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

Note: You will need it in order to get a new ability called Flames. To do this, it is enough to eat this heart in front of the elf.

This will complete the seasons quest in Divinity Original Sin 2.

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4.1. Reaper's Coast
Divinity Original Sin 2 Walkthrough

Quest: A sharp awakening

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

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

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


Quest: Plundered caravan

On the central road we find 3 broken wagons of masters, next to them are their corpses and killed dwarves. One dwarf warrior is alive, but she vaguely explains what happened here. The boy on the right will tell you for sure that the fiends of the void attacked the caravan.

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


Quest: They won't pass

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


We go along the river to the north, on the shore we find chickens whose eggs have disappeared. We rise even higher, fight with the monster Poison-winged fiend (lvl. 9), around it there are large distorted eggs, from which fiends will hatch in battle. Above in a dead end lies the surviving egg, we take it, we take it to the Big Margin chicken for incubation.

When we come back here again, a black chicken Piskun will appear from the egg, he will kill all healthy chickens, and will follow us. The chicken must be delivered to the north, we cross the bridge of the paladins, and even further north we will meet a magic rooster. Near him, Piskun will turn into a monster, we fight with him, and the quest is over.


Boy Pidge asks about Ifan ben Mezd. He must be in the squad to continue the quest.

A gallows has been set up in the north, Siwa is suspended from it, but so far we do not have enough strength to free her from the masters.

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


Quest: Law of the Order

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


Quest: Man and his dog

A beggar-loafer with a dog sits at the central city fountain and begs for money. We examine the dog, turn its collar over, ask about the owner's hiding place. We can demand money from the beggar himself for bullying a dog, or drive him out of the city.


City herald Togrof tells 3 news.

Tavern "Black Bull"

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


Quest: Losses in the ledger

Garvan is sitting at the table on the right, if you talk to him, he will take us for a waiter. After lunch, Gavan will tell his story: he and his teacher Liam were transporting valuable cargo, and left it halfway due to the attack of the fiend. He asks to find the missing cargo on the western trade road, in the Shipbreaker Hills. (Complete the quest later).


Quest: Love has a price

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


Quest: You can't fill the grief

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

When we get the Source spell "Ghostly vision", we use it near the captain. We will see a spirit nearby, we convince him to stop ringing the bell - we say that he received a promotion and became a captain in the echo halls. The spirit will disappear, after which Ableweather will tell you where to look for the magic compass as a reward.


Quest: Sleeping Adventurer

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


underground tavern

In the western part of the tavern, a dwarf guard guards the entrance to the basement. We can pay him 1 time 50 coins for the pass. Downstairs there is an underground tavern.

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

In the left corner is the headquarters of the local underground leader of the dwarves - Lohar. We become witnesses of how Marla's own daughter attacked him with a knife, but the attempt failed. We ask him to tell about the local strong sorcerers, he mentions the dwarf Mordus, we go in search of him.


Quest: Web of Carnal Desires

In the center of the underground tavern stands the girl Dorothea the Luxurious. She promises to improve one of the characteristics in exchange for a kiss. We agree, we go with her to a deserted dead end. Dorothea will turn into a huge spider, we can attack her (then we get nothing), or still take her kiss (we get the unique talent "Spider Kiss").


Quest: Driftwood Arena

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

Other buildings in the city

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


Quest: Hide and Seek

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


Children play Alexander and the Ailment.


Quest: Missing Masters

From passers-by we learn that 3 masters have already disappeared in the city. The guards naively suspect some junk dealer of this. Elf Stuart has more specific information at the entrance to the tavern, he believes that the culprit is one of the guests of the tavern.


Driftwood fish stores. Gnomes work in the warehouses, but there are also many masters who are looking for a suspected junk dealer. Upstairs in the office sits the boss, he talks about the supply of poisoned fish, but does not say who might need it.

To the right of the salt conveyor, we communicate with the gnome to learn about the supplies. In the dialogue, it will be possible to inspect the barrel, we will see the inscription of the destination - "Black House".


Quest: Strange Cargo

On the left side outside the warehouses we meet the gnome Cannox. He knows where the wanted man is hiding, but he won't just let it slip. In the dialogue we mention that we were in Fore "Joy" and were able to get out of there, the gnome's attitude will immediately change. He will tell you that the junkman hid in one of the barrels of fish.

We go into the right room near the shore, in one of the barrels we find Higba the junkman. He asks to be taken out of the encirclement, out of the city. The safest way is along the south bank to the left. On this path, only two masters patrol (lvl. 9), we run through while they are gone. If they do notice us, they will either surrender Higba or join the fight. Masters will fight alone, without calling for help from neighboring guards.

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


In the tavern we communicate with the cook Wivlia. In a conversation, we find out that it is she and her accomplices who secretly kill the masters, and then cook meat stew from them. But in order to plant her, you need to find hard evidence.


Quest: Lost and found

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


Quest: Abrupt awakening (continued)

Siwa's house is in the upper right corner of the city. At the entrance, the girl says that Siwa was seized and taken away by the masters. The house is locked, inside you can see a mess.

We go to the right through the ford. A gallows is installed on the high road, two lizards are suspended on it, one of which is Meister Siva. She wants us to immediately release her, but the executioner Ninyan (lvl. 9) and 5 other masters are guarding her, we need to prepare for the battle.

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

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

1. In the bedside table to the right of Siwa we take a black root and a knife.

2. On the left from the triangular stand we take the bowl.

3. Double-click on the knife to leave your blood on it.

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

5. We put the resulting potion right under the dragon statue, spin the wheel, smoke will come from the potion.

6. Select the option "Keep smoke in the lungs".

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



Quest: Missing Magisters (continued)

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

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

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

Option 2. We show the ring to the ghost Harrick, she will ask you to transfer it to your comrades. It is better to transfer the evidence to the elf Stuart so that he is accepted back into the masters.

3 option. If we show the ring to the cook, then we either support her, or immediately join the battle. After the victory, only her list of victims on the sheet will remain from the evidence, we take it to the officer. We get 1 of 4 items to choose from.

4.3. Shipbreaker Hills
Divinity: Original Sin 2 walkthrough website


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

A broken camp on a hill, in a puddle of poison lies the corpse of a dwarf, he has a key.


Quest: Blazing Prophet

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


Quest: Empty Dreams

Ancient lamp on the south bank. A genie will appear. If there is a persuasion skill, my choice is one wish (we will gain experience). In any other case, the genie will attack us and call for help enchanted sea water (lvl. 10).


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




Reaper's Cove

Quest: Shadow over Driftwood

There are a lot of dead gnomes in the cave and monsters running away from us Ice Creeper of the Void (lvl. 11). Although the enemies are level 11, it’s better to come here already having level 13-14, because the enemies have a quantitative advantage.

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

1 - Room with unknown weapons. We can interrogate the dwarf Zanisima. Learn about the fog of death. The key to the armory is behind the left wall.

2 - A corridor with monster eggs. There are locked doors on the way, two thieves. "Key to the hall with barrels" on the table on the balcony.

3 - Treasure vault.

4 - The site, surrounded by eggs and monsters, is dangerous to go out alone, you need to wait until the satellites come to the rescue.

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

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

After the victory, Mordus will remain alive, he will ask you to spare him. In exchange, he can teach us the magic of the Source, we can also let him go or finish him off. We take from him Medallion of Mordus.

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




Quest: Shadow over Driftwood (continued)

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

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

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


Quest: Taste of Freedom

The skull stone in the basement can be found in the Shipwreck Hills, in Reaper Bay. We insert a stone into the skull, we go down to the floor below.

To open the next door, you need to solve the puzzle. The field is 4x4, after pressing the button, symbols appear: water, fire, poison. Turning on the world of spirits, we will see which combination needs to be entered. In total, you need to press 5 buttons, we can stand on them as characters or put vases.

[_ Door _]

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

After the victory, we communicate with the lich Withered Undead. Dwarf Mordus received power from him. Lich asks to let him go. We press the two left buttons, and it will be released. We can choose which skill book we will receive as a reward. If we ask for something else, we get a random book.


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


After destroying Mordus, we return to the underground leader Lohar. As a reward, he gives the key to the master's chest on the 2nd floor. Tells about the four magicians. We tell him about the letter of the dwarf queen.

1 option. We give the letter to Lohar, peacefully disperse.

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

Quest: Competitors

On the western bridge we meet the troll Grog (lvl.18). For the passage on the bridge, he asks for 5000 coins. In a conversation, we find out that he can make a discount if we eliminate his competitor on the east bridge.

The second troll Marg (level 15) does not know big numbers, and requires only 3 gold for the passage. We can tell the troll about the competitor's order, and he will also ask to eliminate Grog.

The trolls are quite powerful, we undertake to kill them only after pumping to the appropriate level. Both creatures have excellent regeneration - a special property "Troll's Blood", which restores 6000 health each turn, but it only works for the first few turns. Grog is vulnerable to fire, Marg is vulnerable to poison. When we kill one of them, the second one will not keep his promise, and will increase the price several times, so we kill the second one.


Quest: Aggressive capture

Before entering the bridge with the troll we find dead bodies. We follow the bloody footprints to the east. To the right of the western bridge, you can walk along a wooden deck to a separate area in the forest. There, we are attacked by a possessed dwarf hunter (lvl. 10) and his two bears: Pasha and Tasha.

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

We return to Driftwood. We can give Garvan the contents of the chest to complete the quest "Losses in the ledger". We tell him about Liam, but he does not want to admit his guilt. Garvan sits in a tavern in a crowded place, it is dangerous to kill him here. But he accepts food from us, and this can be used (only after that he can be fed with poisoned food).

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


To the north we find a bee apiary. All the bees died from the void, and the remaining honey is eaten by two bears. You can safely walk past them, but they will not allow you to inspect the hive.

4.4. meadows
Divinity 2 Walkthrough in Russian


We approach the mill, we communicate with Fingel Boyd, you can buy musical instruments from her.


Quest: Dark Deeds in the Black Mines

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


Quest: Buried Past

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

forgive and forget(Iniquity Forgiven)
Guide Gareth on the path to reconciliation.
Quest "Buried Past". In the meadows we find Gareth's house. He caught the White Master Jonathan. We need to persuade Gareth not to kill the guilty person. Variant of answer: "to complete what has been started" - "to spare an old friend."
Furious Avenger(Furious Rebuke)
Set Gareth on a path of revenge.
Quest "Buried Past". Variant answer: "finish what you started" - kill Jonathan yourself - "[power] seekers are waiting."

Quest: Ugly Duckling

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


Quest: Bestiality

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

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


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

4.5. Pogost


Through the bridge of paladins we pass to the east coast. Above are the Paradise Hills, we bypass them for now, there are high-level monsters. We immediately go south along the shortest road, we get to the cemetery.


Quest: Family business

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

Crypt. The button on the left side wall opens the door. A button in a semicircular dead end - on the contrary, closes the door. Inside the sarcophagus, it won't open. In the last room, the button on the floor, if pressed, will release gas. We turn on the world of spirits, 3 levers will appear on the wall, they only work when the floor button in the last room is pressed. The levers fill the last room with various elements (water, blood, acid, fire, electricity, corruption). You need to enter a special combination: 2-1-3.


Quest: Stranger in a strange land

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


There are 4 spirits of the gnome on top of the stone platform, here the Featherfall eagle eats the corpse of its master Master Aven. If an elf picks up a piece of the master's body and eats it, we'll learn the Bone Cage spell. Correct answers: "Your own boss" - eat a piece - feel the power. As a reward, we will receive the skill "Calling the Condor".


The Spirit of Zimsky is on the bench and grants a Luck modifier and a Source Potion.

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

Dog is rootless(Cur of Low Degree)
Kill Andras, the necromancer dog.
On the graveyard in the center.

The spirit of an unrepentant sinner.

The spirit of gravedigger Daivus. If you examine the coffin near it, we will also fall into a deadly trap.

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


Quest: Reluctant Servants

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


Quest: Shelter of heroes

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

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

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

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

4. Vidiya. ---.


Quest: Midnight Oil

Quest: Generous offer

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


Quest: Serpent tongue

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

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


Quest: Existential Crisis

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

1 - What is the meaning of life?

2 - Is there free will?

3 - Is there a difference between good and evil?

If we lose, one of the characters will die, but it will be possible to resurrect him.

1 option. The duel can only be won by another skeleton philosopher - Fane or an undead character. We answer all questions with phrases marked with [undead] tags. For defeating Crispin, we will receive the achievement and the Skill Book "Corpse Explosion: Massive".

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


On the eastern slope we approach the altar-flower in front of a huge tree. A luminous liquid is spilled nearby, collect it, use the Blessing spell on the flower. After that, one character will be dragged down by Glann, an elven offspring (lvl. 11). We go down the rest of the squad. In battle, Galann will cause more and more living stumps, do not pay attention, if you kill the boss, all living trees will disappear by themselves. Galann is treated for poison, and has a vulnerability to fire, and we throw this boss with them.


Quest: They Shall Not Pass (completion)

Go south to the cemetery. The gates are closed, but we can teleport through them one by one, or simply break the bars. On the lower path we get to the house behind the bridge.

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

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

4.6. Black mines
Divinity: Original Sin 2 Walkthrough

Far to the east, the entrance to the mine is guarded by 2 Poison-winged fiends and 2 wild boars (lvl.13). In battle, 2 masters will help us.

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

Near the oil rig we find Oily Key.


Quest: On the last breath

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

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

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

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

The prisoner Gvidane will be released immediately after the start of the battle, and will help with the magic of the Source, but there will be more problems from him than from all enemies. Surviving here is hard, but keeping a prisoner from death is even harder. He will constantly run through the fire, and he will need to be restored. You can't teleport him because it's a fall damage ability, and if he takes damage from us, he'll start treating us as an enemy. You need to have magic or scrolls with you to constantly restore the magic shield so as not to burn out.

Option 2. If we avoided the battle, Gvidane will die, and Jonathan will move to the lower right corner of the location. Quartermaster Anna is also sitting there, from whom you can buy good things. Masters do not let you into the cave, you need to go there unnoticed by them.


Quest: No way out

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


On the coast to the left, the building is guarded by 2 screaming enemies. We destroy them with the magic "Cleansing", it is on the unique Helm of the Tyrant or in the wands of the higher masters. (If you use Brakk's helmet several times, the demon Kreer Ashbringer will appear from it (level 7).

Inside the building, 2 white masters (lvl. 16) draw a source from 3 captives, a couple of dogs and a silent guard are nearby. We enter into battle with them. One of the masters can run away and hide on the ship. After defeating one of the enemies, we find a record of how to safely pass through all the traps in the excavations of the Black Mines.

Excavations

Quest: Dark Deeds in the Black Mines (continued)

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

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

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

Ruins in a cave. Vampires and masters (lvl. 13). The cache is upstairs in the wall. Under the waterfall is a rusty key. Second chip.

Triangular monoliths, visions. Tablet of the Eternals.

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

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

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

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

Riker's Shelter

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

Riker (lvl.12) stands on a hill, both stairs to him are mined. The best way out is to teleport directly to him. We do not pay attention to dumb servants, they will all die after the death of the boss.

After the victory, we can inspect all floors of the building. There is a side room in the basement, but it doesn't just open up. On the main floor, the Pianist's Spirit is in the southern room. On the second floor there are spiders, Weaver (lvl. 12). Contract, Lone wolves were hired to kill the awakened one (quest "Valuable prey").


Quest: Opposites attract

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


We also return to the bridge of the paladins and report to them about what the white masters were doing in the mines. Right during our return, a detachment of 5 dead assassins will attack the paladins (lvl. 15). Only 3 paladins survived, we help them in battle. At the end we get a reward to choose from.

4.7. heavenly hills
Divinity: Original Sin 2 Walkthrough


Quest: Three altars

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

(After passing the shaft in the black mines, a character with the tag "scientist" will be able to learn a new alphabet by reading the tablets. If after that you go to any altar, we can communicate with the voice coming from them).


Quest: Test of all seasons

In the forest, on one of the glades, there is a bowl with fire, around it there are 4 tree-statues, symbolizing winter, spring, summer, autumn. The tongue of flame asks a riddle: "Winter meets us with a blizzard, blizzard and ice, In the fall, lightning will outline the sky with a thunderstorm, The heat comes with a fiery haze of summer, Spring will quench my thirst with its scarlet vine." On 4 statues, you need to apply the appropriate elemental spells, but not all of them are suitable.

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

2. Autumn - electric steam.

3. Summer is a fireball.

4. Winter - ice hail.


Quest: Funeral Rites

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


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

The dog on the bridge is infected. Skeleton Victor in front of the bridge.


Quest: Buried Past (2)

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

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

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


Quest: Dangerous for yourself and others

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

Let's start the operation. There are 3 actions, each with 2 options, and only 1 combination will allow you to keep the girl alive:

1. Pull back the scalp and start sawing through the skull with a saw.

3. Close the wound quickly.

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

Abandoned Flayer Sawmill

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


Quest: An eye for an eye

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


Quest: Not by washing, so by rolling

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


Quest: Bitter Medicine

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


Quest: No laughing matter

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


Quest: Log like a log

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


Quest: Valuable Loot

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

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

northern glade

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

In the clearing itself we find the wagon of the Sadhi lizard - this Red Princess. If there is a Red Prince in the squad, they will retire in a wagon. After that, 5 killer lizards attack (lvl.14). During the fight, the princess will hide from here, and the lizard will have to continue searching.

Fault

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


Quest: Sudden Lovers

On the wreckage we get to the eastern house, inside we find the girl Almira and Master Mikal. The two of them fled from a dangerous place. Mikal is injured, but he cannot be cured, because there is an aura of corruption around him. Almira asks for help with this.

In the farthest northeast corner is the dragon Harbinger of Doom (lvl. 15), it is from him that an aura of corruption emanates, which does not allow healing. He is aided in battle by the undead masters he has captured. The dragon itself constantly flies from the tower to the rock. We put a couple of warriors in one place, a couple in another. The archer and the assassin do well here, who can strike from any distance.

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


Quest: Almira's Request

We meet a couple in love already on the howling ship. Almira asks to find an ancient tablet for her, the same one that Riker asked for. The tablet contains the recipe for the Scythe of Deliverer, which can be used to break the contract with the God-King. If we give the tablet, as a reward we will receive the object ring "Rapist".

4.8. monastery forest
Divinity: Original Sin 2 Walkthrough


Quest: Merchant Eithne

Undead Eithne is a librarian. During the acquaintance, we answer that we are not from the Black Circle. You can buy a lot of books with spells of necromancy and transformation from her. In a conversation, she asks to bring her a chanterelle mushroom, but the text of the task says that she needs a skill book "Corpse Explosion".


On the left, by teleportation, we can go down to the left low bank. We enter the hold of the crashed ship. There is deadly darkness, from which you can teleport to get a unique Captain's Amulet Compass.


Quest: Window of Opportunity

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

After the rescue, Hannag asks to also save her student, who has taken refuge in the Black Mines. If you saved him, tell about it. If he's hanged, Hannag won't teach us, but will hand over a book about the Source.


Quest: Three altars (2)

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


Quest: Bestiality (2)

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

At first, it is better to approach her with one character, lure away from the fire area with totems, and then attack with the whole squad. In battle, we throw it with water and ice spells. After the victory, we take away from her the Key to the witch's cellar.

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


Quest: Monster Hunter

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


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

4.9. Blood Moon Island
Divinity: Original Sin 2 Walkthrough


Quest: Lawyer

On the southeastern coast of the island we meet a detachment of demons and their leader Advocate. Here we see Ailment, communicating with the dwarf, but she immediately leaves the island. We can bet with the dwarf Basatan for 500 gold about the Ailment case, whether she can handle it or not, without knowing the details of this case.

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

Torturer of the Black Circle (lvl. 15) and 4 intimidators. When we win, the Advocate will take center stage, and will also conjure over the central tree. As a reward, we learn from him location of Nameless Island.

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

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


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

On the western shore of Mirvl cursed (lvl. 15) - 3 demons and 3 dogs.

On the north coast we find a forge, next we take 2 ingots of silver, use them on the forge, as a result we will smelt Silver lever handle. There should be 3 of them in total.


Quest: Forgotten and Damned

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

In the northeast, at the turn, we examine the mountain of land, dig it out, and find a hatch under it into the basement.

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


With the help of music under each statue, we find a dungeon where creatures possessed by demons are imprisoned. Near the locked doors there is an empty recess for the lever, use the fused silver handles. In addition, you need to turn on the world of spirits and agree with each guard on the release of the prisoner. (If it was not possible to agree, then the spirits can be destroyed later by receiving the spell "Pulling the source" from Siwa). To free the prisoners, you need to break 4 pillars with chains with shots. There is a separate quest for each prisoner.


Quest: Silent

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

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


Quest: Bound in Pain

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

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

Option 2 - trying to cure. We beat the gnome until he falls, use "Death Denial" on him, beat him again. After two falls, we break the chains, the demon will come out of it without killing. We get the demon. He inhabits the character who hit him 2 times in a row. After the victory, we speak with the dwarf, as a reward we get his cache.


Quest: Uplifting Deception

Dungeon 3 - Rajarim lizard (lvl. 15) - obsessed awakened. Kills everyone in combat with a single mass spell. To win, before the fight we separate the characters, place them in different corners of the room. Having survived the first spell, there will be a chance to win.


Quest: Secrets of the Blood Moon Island

In the archive we find the Diary of an archivist. We kill monsters in the center of the island, turn on the world of spirits, communicate with the tree. In a conversation, we call his true name from the diary - the Demon Adramalich.

4.10. Preparing to sail
Divinity: Original Sin 2 Walkthrough

Conditions necessary for sailing from the continent:

Get 3 cells of Source magic;

Learn the spell "Drawing Source";

Find out the location of the Nameless Island;

Help Gareth avenge his parents;

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


3 cells. To increase the supply of the Source, we can help:

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

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

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

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


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


Location of the island may suggest:

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

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

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

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

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


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

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After character creation, you will awaken on the ship as a prisoner. You, like many other wizards, were sent to "cure" in Fort Joy due to the fact that you are a danger to others and to yourself. A certain witch deliberately used the power of the Source in the city to be caught and imprisoned with you, and now the intrigue continues.

You will find a collar on yourself that blocks the power of the Source. Talk to the warden to find out about the murder that took place in one of the cabins. Next, go to the crime scene and talk to the master. It turns out that someone managed to drop the collar, and then finished off the wizard from your brethren.

After that, go further into the ship and talk to other NPCs. Some of them (specifically - five people, if you also play as a hero with a backstory) are the most interesting, as they can become your companions in the future.

Get to the opposite side of the lower deck to start a dialogue in which the very witch from the prologue (it was she who managed to remove the collar and commit the murder) will summon a kraken-like creature, knock you out and disappear.

Waking up, you will see that most of the masters died. Examine future companions who have fallen into unconsciousness, and then rise higher. On the new floor, visit the lower room, the key to which hangs in the right corner (hold Alt to highlight items), and go inside. Negotiate with the masters there or kill them, then leave the room. Finally, visit the small room in the corner where Fein is sitting.

This is one of the companions that you may have noticed earlier in the form of an elf. The undead will refuse to go with you, so get out on the upper deck yourself.

Outside, you will see a summoned monster destroying the ship. Kill the fiends, and then run to the opposite side, where the lifeboat is located. You can either lower it right away, or tell them to wait and then return for potential companions. If you save them, then improve relations with them (they will survive anyway).

After the battle with the fiends, return to the boat. Alas, due to the delay, you will not have time to get out, but this will not affect anything, since the ship will sink anyway.

Fort Joy

Coast

After the shipwreck, you will wake up on the shore. Go ahead and talk to baby Tom at the statue, which is a fast travel point. To use the teleport, simply open the menu and select the altars.

You won't be able to teleport anywhere now, so keep going. Soon you will find the Red Prince - one of the possible companions that you can take to your group. We did just that.

Next, you will stumble upon a black cat that will follow you. If you have the Animal Friend perk, you will be able to talk to him, but the cat will not tell you anything interesting and will follow you anyway. Make sure he doesn't die if you want to get the Summon Companion spell.

Climb up the broken bridge where you can pick up a shovel and a sleeping bag. The first will make it possible to dig holes (in the absence of a shovel, a lizard can do the same), the second will restore health and armor outside of combat.

Go forward, keeping close to the thickets, until you come across a cave. The entrance will be hidden by vegetation, so keep your eyes peeled. Inside, you will enter the "Secret Alcove" area, where Fane will be waiting for you.

Recruit him if you wish, and then make your way to the end of this section, where there is a waterfall with a chest. To pick up the last one, teleportation magic is needed (put a mark on the map near the chest, so as not to forget about it and return here in the future). Here, on the beach, deal with three turtles.

Ghetto

There are a lot of jobs in the city itself. You can talk to all NPCs, but only a quarter can tell something interesting.

First of all, turn right, where you can hear the crying of a woman. Here you will receive the task "A Mother's Nightmare". The woman Farrah cannot find her daughter Erma, and no one, they say, wants to help her. A nearby person will inform you that little Jet has died. Tell Farr about this to complete the quest.

After that, go up the stairs and approach Griff's mercenaries. Two gnomes playing cards will offer you to join - agree. If you lose, you can lose all things. True, you can also tell the cheaters that you have nothing, and then they will not touch you.

The task "Extortion" can be obtained to the left of the entrance. Resolve the conflict between an elf and a human, among which is another possible companion: Ifan. Accept him into the group or refuse the services, and then follow the elf if you decide to help her, or continue on your way.

Get to the city center where the kitchen is located. Here the head of the mercenaries Griff will tell you about the loss of his goods and point to the thief who is sitting in a cage. The thief will be an innocent elf named Amiro, who will ask you to rescue him.

Below the fortress, you will come across a fishermen's camp where Stingtail sleeps. The lizard is a soothsayer that the Red Prince needs on his personal assignment, which you should already know about if you accepted him into the group and talked to him. Nearby is Sybil - another potential partner, who, in turn, wants to finish off Stingtail.

If you accept both companions into the group, then you will have to decide which side to take. You can also talk to Stingtail in the presence of the Prince, and only then include Sybil in the party and complete her task.

Before killing the lizard by Sybil, inspect the nearest box, where the smell of oranges remains. Reprimand the lizard and demand the return of the loss. Once you have the orange, decide the fate of Stingtail of your choice.

Open the orange through the inventory to get the narcotic plant. Return this good to Griff, and then release Amiro. The elf will reveal to you the location of a secret path that will lead you out of Fort Joy, but it's too early to go there yet.

Not far from the Kitchen, you can find a hatch that will lead you to the Arena. Here you will receive the task "Fort Joy Arena", in which you need to defeat four opponents in one battle. Enemies will be the third level, so in the early stages it is better not to meddle here.

After completing the task, return outside and look for Blacksmith Neboru nearby. Upon learning that you have become a champion, she will agree to remove the collar from you (but not from your companions). You should not use this offer yet, as all masters will become hostile to you.

The task "Geist killer" is taken on the wall of the city. Talk to Master Arnica, who is trying to find a certain Migo. You will find the missing person below and to the right near the shore. It turns out that Migo was subjected to a corruption that turned him into a mad cannibal. It is not necessary to fight him, on the contrary, you can ask him for a ring (you need an Arnica flower), and then return the item to Arnica.

The girl will believe you that you have found her father, and then go to Migo. To complete the quest, visit them on the beach. By the way, the newly united family can simply be killed to pick up a good bib and ring.

The task "Looking for Emmy" is issued by a dog named Druzhok. My friend, if you are gentle with him, will show you the location of the key. Ask him about the key to find out about the missing Emmy - the dog that was taken by the masters. You will find the dog later when you get to the Fort Joy Prison.

Visit the cave where the elf invited you. Here, talk to Amiro if you have already saved him, as well as other inhabitants. The main elf, deprived of sight, is a soothsayer, and it is she who will tell you a lot of interesting things.

By the way, Amiro will ask you to tell other elves who live on the continent about them, but you will return to this task much later. Finally, Lois can interact with the diviner - another companion that you could find in the city near the tents with a fire.

Have a polite conversation with the lizard if you want him to show you his goods. Next, go deep into the cave, after removing or breaking the barricades, behind which lies a secret path. She will lead you to poisonous frogs - kill them.

The task "Jar of Withermoor's Souls" will be given to you by a child. Agree to play locks with him twice and find him. After that, find a small hole in the wall to activate a new cue: the child will tell you about a secret hatch that lies nearby. Go down the hatch.

You will find yourself in the Forgotten Tomb with a statue of Lord Withermoor. Pull the spear out of the chest of the statue, and then talk to her. Withermoore will ask you to find his soul in Brakk's phylactery, which you will get to later through the dungeon.

You will receive the Teleport task from Gavin. The guy will call you to a private conversation - agree if you want to get teleportation gloves. To do this, you will have to detach your portrait from the group and take the rest of the party away, and then talk to Gavin vis-a-vis.

On the second or third level, get to the beach on the upper left, where the crocodiles are. Kill them to get the above item. The next time Gavin will meet you at the exit at the top, where he will offer to leave the Fort. With the help of teleportation, you will make an escape, but soon Gavin will die. From his body you can pick up a good robe.

Fort Joy Prison

There are three ways to escape from the Fort, but each of them involves going through the prison:

  1. The first option is related to the already described Gavin, with whom you will get to the beach. You can only get out of there through the cave, which is the passage to the prison.
  2. The second option is to use the hatch to the right of the statue, which is in the center of the city. Inside, activate the lever to get into the prison.
  3. The last way is related to the hint of Amiro, who will tell you about the location of the tunnel for help.

The third option is the most complete, so it's best to go for it. In the tunnel you will find neutral fire slugs that were people in the past. Their queen was once the wife of King Brakk, known for his tricks - it was he who turned the queen and her subjects into slugs.

After the conversation, go upstairs to the cameras. A lizard is imprisoned in one of them, but it will not report anything interesting. Break through the door to go further. In one of the chambers, talk to Verdas, a dying elf. Examine the camera in the upper right and take the amulet from the body using the teleporter.

By the way, the leftmost cell, which cannot be opened, will become your home if you commit a crime and are captured.

Ultimately, you will reach the end of the corridor, where the masters want to eliminate the renegade. Kill them, take the key and go further. If you give Delorus the potion, he will tell you about the boat, which will help you leave the fort.

Prison

Inside the prison, you will find a bunch of monks - mindless creatures that were once living lizards, people, gnomes, etc. They will not attack you, so feel free to step forward.

In one of the rooms, find Emmy - the same dog that Druzhok told you about. If you inform her about Druzhka, then she and other dogs will not attack you. They can also throw a ball if you managed to find it earlier.

On the other side of this zone is the boat mentioned by Delorus. Tell the magisters the password (Delorus told you that too) to avoid the fight. After that, talk to the boy Khan, who will offer you to leave the Fort. For now, it's best to refuse.

On the right side of the zone is a torture chamber run by an insane sadist. You have a tough fight with the psychopath himself, as well as his monks.

Not only that, the caged golems will also resist you, but first they will have to break the cages (it will take 3-4 turns).

After the battle, take the Face Cutter from the corpse (Fane will come in handy), and then talk to little Trice. Here you can also unlock the eastern tunnel, which will lead you out of the Fort in the same way.

In the same area, to the left of the stairs up, go to a small altar, near which your perception skill should work. If you pass, you will discover a lever that will open a secret path to Brakk's Phylactery.

Kill the skeletons inside and take all the jugs. One of the jars belongs to Withermoore, whose quest you have already taken. The rest of the jugs will also come in handy, so it makes sense to save them. Before leaving, interact with the statue on the left (requires Perception above 14) to get Leggings of the Tyrant.

The stairs, as well as the left exit, will lead you to another part of the fort, where you will have to fight the masters.

Courtyard of Fort Joy

In the courtyard, kill the masters and go upstairs. Examine the room and exit to the balcony, where you can activate the stairs that will lead you to the chambers of the masters.

If you leave the prison through the left entrance, you will find yourself in front of the gate. Step into the only possible turn, where there are even more masters. Kill them and save Paladin Cork. If you manage to save him, he will tell you that his order knew nothing about the atrocities of the masters. Otherwise, an elf in your group may eat part of his body to learn about a wizard named Arhu.

After that, visit the main hall inside the building, where the trial is taking place, led by Judge Orivand. Kill everyone.

After the destruction of all masters in the fort, leave the territory by any means. Pass the swamps and climb the hill where Zaleskar, the undead merchant, stands.

Go upstairs, keeping to the shore, until you stumble upon the Vindego witch. It was she who destroyed the ship, so it's time for revenge! After killing her, take the mask of Reincarnation - a valuable artifact for Fane and any other undead.

Not far from here, find a ruined tower, inside of which a thunderstorm is raging. Use teleportation on the items inside to move them down. In the bones of the corpse you will find the most valuable item, which is called Tyrant's Boots.

You will receive the task "Cornered" above from the broken bridge. Paladin Tarlin will inform you about the Screaming One that hangs on a pillar. It is impossible to pass through this creature in the usual way, as it will instantly destroy you. It is necessary to kill the Screamer using a wand with the Purification ability, or the Helm of King Brakk, which has the same skill.

In the fiery ruins above, kill a group of magisters, and then another one that is trying to defeat the paladin Gareth. It is in your interest to keep him alive, as it depends on him whether you remove the collars or not. However, if he dies, there will be other ways.

You will receive the “Armory” task nearby, looking into the basement. You will enter the armory of Brakka, where the half-dead master Sang is located. Corruption consumes him, so do him a favor and kill him. From him, you can learn that the nearest lever is cursed, which makes it impossible to use.

Use the Source skill "Blessing" to clear the lever and move on. Inside, you'll find Brakk's Helm and an endless Source cistern.

Leave the dungeon and step along the bridge. At the dead end, search the skeleton. Keep walking until you reach the road next to which is the blind Magister Lok.

You can not kill him if you agree to surrender. This will be followed by an attack of enemies, during which Lok will be hostile to both you and the monsters. You can deliberately not hit him, after which, when the enemies die, the battle will stop, and Lok will let you go.

At the end of the road, talk to the bear cub who lost his mother. You will find her body a little further, but you can’t tell about this bear. Frighten him or inspire him.

Quest "Flaming Pigs": from the center of the map, go down until you reach a burnt village with strange pigs. The poor animals are engulfed in flames that cannot be extinguished in the usual way, so you must think of something. With the friend of animals perk, you can find out that pigs are actually people, and Brakk is responsible for this curse.

To heal the pigs, you must learn the Blood Rain spell and cast it on them. When the surface around is saturated with blood, use the power of the Blessing Source on it to create a sacred fire that will extinguish the damned.

When one pig is healed, you will find an undead lizard named Scapor. He is a kind of beholder who watches the execution of the curse. He will have to fight.

After that, you can stumble upon the last pig, which is located in the north at the entrance to Dragon Beach. To save her, advise her to visit the Sanctuary of Amadia and take a dip in the pond there. When the job is done, she will become one of the merchants and offer you interesting goods.

central ruins

On the way through the center of the location, you will stumble upon a group of fiends, whose bodies expel infected blood after death. Be careful with her, as she applies a painful "debuff" for several turns.

Next, you have to fight the monster Moloch of the Void, who, along with other creatures, will decide to finish off the Red Prince, and at the same time you. Combat can feel like a real challenge if you haven't found good gear yet and are low level.

Shore in the South

On the eastern road through the forest you will get to the southern coast. There you will be attacked by two poisonous and one fiery salamander. Again, the battle will be difficult if you are below level five.

Not far from the place of the battle, you will find the Baharu lizard, which guards the approaches to the Sanctuary of Amadia. If you have already rescued Gareth or have previously rescued the Khan boy (the boat is in prison), then she will give you a vine that you can climb.

The Red Prince, by the way, will ask for the opportunity to talk with Bahara, since she is a clairvoyant.

If you have already rescued Gareth, then you will find him on the territory of the sanctuary. Talk to the locals, as each of them has interesting information and some are merchants.

You will receive the “Healing Touch” task a little higher in the Sanctuary of Amadia, where a certain Simone is trying to heal the wounded soldiers. To complete the quest, use some kind of healing spell on all the fighters.

The quest "Eternal Admirer" is issued by the priestess Gratiana, guarding the statue of Amadia. After talking with the priestess, you can talk directly to the face of Amadia in the form of a stone, and how the visit to this place ends depends on the lines you choose.

If you are rude, then a fatal battle will ensue, but if you answer with respect, then Amadia will call you the chosen ones, and the pond around will be covered with a sacred flame.

dark cave

On the assignment "King Brakk's Treasury" you must visit the cave, the entrance to which is located near the shore near the Sanctuary of Amadia. Inside, you will meet a brute undead named Trickster, who will insult you and tell you that you will not be able to go any further.

There are boxes next to the Trickster, each of which will simply freeze you if you activate them. At first glance, there is nowhere to go from here, but the solution is simple and lies in the illusion - just step on the abyss behind the boxes so that the invisible bridge appears.

Behind the bridge, you will have the first battle with the Trickster, who will create two illusions to help him. After the battle, you will enter a hall with a statue in the center, as well as many doors that are traps.

Behind the next door you will have another battle with the Trickster. This time there will be more opponents, but do not forget that the location, limited at first glance, is dotted with invisible bridges that you can use. After killing the Trickster, pick up the Cursed Ring.

Advice: keep in mind that putting on the ring will make you cursed and get the corresponding hunched animation. Moreover, if you remove the ring, then your characteristics will drop and remain reduced until the item is put back on. To get rid of the curse, the ring must be transferred to one of the companions, but it is better not to use it at all.

At the end of the dungeon, a real treasure trove awaits you with heaps of excellent items, gold and phylacteries. Urns, mind you, can be swallowed or broken. The Trickster Urn is connected to an enemy already known to you, who, as it turns out, did not really want to harm you, but the curse of Brakk makes him guard the treasury.

You can take Gratiana's Urn to the priestess herself in the Sanctuary of Amadia to find out the truth about her. The last three urns are connected to the Necromancer Skeletons from the Gargoyle Labyrinth.

The quest "Champion of the Gods" is activated at the end of the room with the help of a statue. Using it, (only the main character) you will be transported to the "Halls of Echo" - the other world, where you have to talk face to face with your god (each race has its own deity). Here you will be taught the skill of the Source "Blessing" and indicate the further goal.

East coast

Higher from the beach with salamanders, walk along the rocks until you find creepers. On them you can climb the plateau leading to the eastern shore.

The task "Gargoyle's Labyrinth" is located here. At the building with many doors and traps, you will find a gargoyle that will offer you to go through the labyrinth. If you put on the Ring of Brakk, then the statue will take you for the king himself and immediately transfer you to the end.

To complete the maze, you will have to split the group (detach the portraits on the left of the screen from each other so that the chains break). In the first room, stand on the stove so that a skull appears on the altar nearby - an item that allows you to open doors in the labyrinth.

After the first use, the skull disappears, so for each door you have to look for a new one. Now open the door on the left and get to the hatch, which will throw you upstairs. Be careful as there are many traps around. With one character, stand on the slab to open the door, with the second one go inside and stand on the slab, with the third - take the skull from the altar.

Unlock the doors on the right, which will lead you to the main building. This is where the gargoyle can immediately teleport you if you show her the ring. However, such a trick still does not save you from collecting valuables in the maze on your own.

Before entering the building, you can open other rooms. The third one, which is located next to the room where you opened the blue door, can only be accessed by teleportation.

The fourth door leads to the right door at the entrance to the labyrinth, where you will find a portal on a small ledge. To get there, use the teleport. Next, you will be transported to another platform with a portal that will lead you to the "Realm of Orobas".

Inside this small location, you can use the teleport again to collect valuable items.

Finally, in the center of the labyrinth are three burning skeletons and a cursed Historian. Kill the first and help the last by removing the damage from him using the method already known to you: blood and blessing.

The task "A Fate Worse than Death" is activated inside the building, which is in the labyrinth. In the right room, you will come across skeleton necromancers playing cards, which you will have to fight. After the battle, if you have already obtained the jugs from the Treasury of Brakk, break the phylacteries of this undead, otherwise they will resurrect again (this will continue indefinitely).

After picking up the key from the body, go through the only door. Inside, activate the plate with the iron crate from the adjacent room, as the regular ones will quickly burn out.

After that, you will find yourself in a spacious room with many rooms, each of which is worth exploring.

At the end, you will run into a magical shield, which can be unlocked both with the help of the power of the Source (answer option in the dialogue), and with the help of Withermoore, which will come here if you helped him in the past.

Behind the gate, collect all the valuables, including the Tyrant's Gloves. Before leaving, look into the closed recess on the right, where the well is located. Throw 150 gold at him to get a good item.

dragon beach

The task "Deprived of the Source Dragon" is taken to the right of the plateau in the east. Here you will find a frozen area, in the center of which the Winter Dragon Slane has sprawled. Break the chains that bind him, and then talk.

From Slaine, you will learn about a certain witch who charmed him in the past, and then deceived him, bound him and began to use him as a source of energy. Go in search of a witch, who is located in a nearby cave (the entrance looks like a huge skull).

After passing the traps in the cave, you will soon reach the witch Radeka. If you start to fight her and refuse to deceive Slane, then in this case you will have to fight both Radek and three bugs and dead people. It makes sense to place part of the group at the beginning, as the bugs will appear there and start attacking you from afar.

Radek herself uses necromancy spells, so get ready for charms and other tricks.

Pick up the wand from the body of the witch and return it to Slane. The dragon will thank you and say that he will come to the rescue when you do not wait for him. By the way, Slane can be killed, but rest assured, the dragon will not give up so easily.

You will receive the Call to Arms quest from the druid Immit, who will inform you about the Screaming. You may have met one of them before, and you probably know that the only way to kill a Screamer is with the Purify spell. A little further you will meet Gareth and his group, who are preparing to attack the Magisters.

You can start preparing for the attack yourself. To do this, after saving Gareth, visit the Sanctuary of Amadia and inform the locals about the success. After that, the strange companion of the gnome will be able to remove the collars from all your companions, and then all the refugees of the Sanctuary will go towards the ship.

On the spot, the refugees will set up camp and will be waiting for you. To let them through, you must destroy the Screaming blocking the way, using the appropriate wand or the ability on Brakk's helmet. Finally, a dragon can also help you if you have previously freed it.

After that, the refugees, led by Gareth, will go towards the ship, but you will have to divert the attention of Bishop Alexander to yourself. Just go down to the pier to start the fight.

It is worth noting that the battle is going to be incredibly difficult (you have not yet encountered such difficulties on the island). In addition to the bishop himself, Geist and four masters of different classes will confront you.

After two moves, a hostile side will join the battle, namely the Void Worm - a huge creature with a lot of health, which will not leave you a 1 on 1 chance. The easiest way is to take your group away while the masters and the worm destroy each other, and then deal with winner.

When the battle is over, you will meet the elf Ailment. Before you go with her, make sure that you have completed all your tasks on the island, as it will be impossible to return here.

Awakened

Ship "Lady Vengeance"

On the ship you will face a new difficulty: it turns out that the ship is alive, as it was made of elven wood. You need to convince the ship to take you.

Explore the upper deck first, and then go down to the next level.

Gather all the companions and continue down to the lower decks until you reach the cage with the surviving Bishop Alexander. He's unconscious, so you won't be able to talk to him. However, get the guard to let you through and then rip the necklace off Alexander's neck.

At the same level, you will find a mirror that allows you to change the appearance, characteristics and abilities of both the protagonist and named companions for free.

On the opposite side, you will hit the door. Before you open them, look for a diary nearby that contains the code word "Resilience". Return to the door, insert Alexander's necklace, and then speak the password.

In Dallis's cabin you will meet a certain Tarkin - a mysterious necromancer with ambiguous answers. Decide for yourself whether he helped Dallis intentionally or under duress, and then make the appropriate choice - kill or spare (for Tarkin's mercy, an achievement is issued).

After that, explore the cabin. By the bed you will find a mechanism that will remove the closet and open the mysterious button - it will unlock the door from the treasury. Now pick up the pyramid near Tarkin and use it to move to the hidden room below.

You have to defeat two serious opponents - Geists. When the battle is over, pick up the book with the song and return to the upper deck. You just have to sing the text in front of the ship, and then he will agree to transport you. The ailment will say that your next target is the city of Driftwood, where Meister Siva lives.

On the way, you will be attacked by Dallis along with a mysterious hooded wizard. You will have a difficult battle against bloodhounds, masters, geists, who cannot be defeated at high difficulty levels.

Moreover, the mission will not require you to complete victory - you only need to hold out for five moves, protecting the Ailment, which will then take you to a safe place.

During the fight, immediately run towards Ailment, because the enemies will do the same. Protect her with healing spells, apply armor with a geomancer, restore magic shields, in general, do everything so that she does not die.

Especially watch out for geists and a warrior with a two-handed sword, as their blows can mow down 250-300 health at a time (we recall that Ailment has only 700 plus armor).

The task "To the Halls of Echoes" is activated immediately after teleportation. This time you will see all the gods, but in a non-trivial position: they will all be hung on the Void Tree.

Bless your god with the magic of the Source, and then talk with him. It turns out that you are the last hope of the gods, moreover, you have to become the Chosen One and lead your race.

O possession of the power of the Source

Reaper's Coast

The task "Sharp Awakening" is completed quickly. After the Ailment brings you back, you will finally reach land and disembark. A little higher, look for a gnome who is fighting a giant insect. They will disappear right in front of you, and then the battle with fiends will follow.

On the "Plundered Caravan" quest, you will find a place of massacre, where fiends attacked a caravan with people and dwarves. One dwarf will survive, so you can talk to her and find out what happened. Next, having received the necessary information, present it to the guards at the gate so that they let you into Driftwood.

From the beginning of the location, you can turn right to the raised bridge, where the boy Barrin is standing. He will ask you to save his mother on the mission "They Shall Not Pass", which you can do both in the future and now using teleportation.

If you want to complete the task now, then just go to the cliff and use teleportation to move three companions with a wizard to the boat from below (the spell's distance is close enough).

On the way towards the city, you will come across a chicken coop and hens, who, if you talk to them, will tell you about the stolen eggs. The task "When to count the chickens" will begin. Head a little north of Big Margin, sticking to the shore to find the monster. Kill him and explore the area - one surviving egg will be found nearby, which must be taken to the hens.

In the future, the task will continue if you return here again. The chicken will hatch and kill all the chickens, after which you can take it with you. All that remains is to take Squeaker to the bridge with the paladins, behind which there is a magic rooster. Near the last one, your chicken will turn into a monster, so you will have to kill him.

driftwood

The task "The Law of the Order" is issued in the city. Get to the main street with merchants, and from there turn towards the coast, towards the piers. There, talk to Master Raymond, who will find you suspicious. In a conversation, mention that you want to join the order, and then Raymond will fall behind you.

As a result, the master will give you a letter, thanks to which you will receive immunity: none of the guards will dare to touch you. When Raymond leaves, talk to Julian to learn about the missing masters. The quest will continue later.

The task "A man and his dog" is taken on the square. Just talk to the beggar, next to which the dog is sitting. Even without the Animal Friend perk, you can simply turn the dog's collar out and find out that needles are sewn onto the item, because of which the animal suffers. Reprimand the beggar by driving him out of the city or by robbing him.

If you are kind to her, you will find out that she is the mother of the same crazy master from whom you had to kill in the prisons of Fort Joy.

After that, have a few words with Garvan, who will give you the task "Losses in the ledger". The last is to look for valuable cargo, for which you will go a little later.

Then talk to Lovrik if you want to use intimate services. From him you can buy a night with a lizard - an expert in alcove affairs, which is located on the third floor.

After a stormy night, you will find yourself in the same trousers and at the sight of a crossbow. If the Red Prince seizes the opportunity, then the lizard will turn into the Red Princess and there will be no attack.

The task "Grief will not flood" is taken on the second floor of the same tavern. Talk to Captain Ableweather, who will tell you about the shipwreck. After that terrible night, she can neither sleep nor eat, as terrible sounds haunt her.

In the other room, interact with the sleeping adventurer to get some recipes from him. You can also open his chest and take valuable items.

In the basement of the tavern you will find the entrance to the cave. The bully gnome will not let you in just like that, so you have to fork out fifty coins. Inside, you will find a separate tavern selling smoking blends.

First, talk to the lizard Ganges if you have the Red Prince in your party. Next, go to the teleportation statue, near which two pressure plates are hidden - stand on them to unlock the secret room on the side.

On the left you will find the headquarters of the head of the local dwarves named Lohar. The latter conflicts with the masters, which you will learn from him. Also, the dwarf will ask you to help him with the disappeared dwarf Mordus, who has sunk into the water, and now no one can find him.

Before leaving the tavern, talk to Dorothea Luxurious to accept the quest Web of Flesh Desires. The girl will offer you a kiss around the corner - agree if you want to redistribute your characteristics a little.

Before interacting, you will have to disconnect your companions and report to the meeting alone.

Dorothea will turn into a giant spider, after which you can either kill her or take a kiss. In the latter case, you will get the opportunity to add two points to any characteristic, while losing a physique unit.

Finally, at the top of the location lies the Driftwood Arena, where, like in Fort Joy, you have to defeat local champions. You will have to fight against five enemies, moreover, your eyes will be blindfolded, which will significantly affect accuracy and reduce the ability distance to a minimum.

Outside, to the right of the tavern, is Driftwood Prison. In it, you can talk to the boss to agree on a reward for finding the killer of the masters.

In the basement of the same building, talk to the bored master, who is fed up with his work. Leave him or convince him to leave the place he hates.

The mission "Missing Magisters" develops further. Visit the fish warehouse near the port where the inspection is taking place. The Magisters, as you will learn, suspect that the junk dealer is hiding the true killer.

But do not think that the masters are right, as the elf Stuart, sitting near the tavern, will inform you that the real criminal is among the visitors of the tavern.

In the warehouses, talk to the boss, who will refuse to give you valuable information. After that, find the dwarf Cannox and convince him that you need to find the suspect. Say that you managed to escape from Fort Joy, and then the dwarf will open up to you. It turns out that the criminal is hiding in a barrel.

Before that, you can look into the cellars of the warehouse, where the masters cannot find the entrance. In one of the rooms, simply move the barrels and use the hatch. Below you will find a spacious basement with traps - bypass them and get to the end of the room.

Open barrels marked with a cross, from which poison will flow. Ultimately, you will come across a barrel with Source weapons, and then you will be attacked by fiends.

You will conclude that in fact, behind the rotten fish in barrels lies a powerful weapon, as well as the fog of death, with which the dwarf queen wants to conquer the world.

In the right room near the shore, open the barrel to find Higba the Junkman. Help him get out of the encirclement without getting caught by the masters. If you get caught, then you will either have to fight, or hand over Higba with giblets. After a successful escape, the junkman will say his thanks and again whisk into the barrel. He will also reveal to you that he got the cheeks of the murdered masters from the cook Wivlia.

Visit the cook and accuse her of the murders. It turns out that she really cut out law enforcement officers, and then chopped them into soup. However, it will not be possible to immediately plant it, since there is no hard evidence.

The Lost and Found quest is taken west of the building with the fish. At the shore, talk to Lagan, who has lost his wedding ring. Offer your help and find the ring by simply holding Alt. When you do this, fiends will attack you - kill them.

Now you can continue the quest "Abrupt Awakening". Visit the house near the entrance to Driftwood, where a girl is playing on the porch. From her you will learn that the masters took Siva to the scaffold.

Leave the city the same way you entered, and then go a little higher to find the scaffold. Approach Siwa and free her, then kill all the masters. Next, return to Siwa's house, talk to her and go down to the basement.

You have to perform a rite that will call on God. Do the following in the order described:

  1. Take root and blade.
  2. Take the bowl.
  3. Use the blade to bleed yourself.
  4. In the craft menu, cross the bowl, root and blade.
  5. Place the created brew near the dragon figure, and then activate the wheel.
  6. Inhale the smoke and hold your breath.

After that, a god will appear who will teach you a new Source ability called Spirit Gaze, which allows you to see ghosts. Go back and use the skill to see Magister Harrick.

Then you can continue the mission "Missing Magisters". Visit the tavern again and use the learned skill. Talk to the first spirit to find out that the cook killed him. Now the spirit cannot leave in peace, as the ring keeps it here.

With the help of a robber character, sneak into the left room while the maniac is in another. There, open the board in the floor and pull out the hand on which the desired ring is located. If you take this evidence to the head of the prison, he will immediately send a subordinate to arrest the cook.

Alas, but this master expects the same fate as all the others. If you tell everything to Stuart, then he will be able to return to the ranks of the masters. Finally, by showing the ring to the killer, you will provoke a fight. When she dies, pick up a sheet with the names of the victims and give it to the boss.

Before leaving Driftwood, you can feed the cat with Rotten Void-Corrupted Fish. After such a meal, the animal will die, and a spirit will appear in its place. Talk to the ghost to get the achievement.

Shortly after leaving the city, you will be attacked by dwarfs who have gone crazy. Kill them and move on. You will come across a lone statue, next to which are constantly extinguished torches. Ignite them separately will not work, so use the fire AOE spell.

Further on the shore you will find a lamp with a genie. With dexterity above 20, you can convince him to fulfill one of your desires: to get rich (you will receive a stolen necklace that you need to sell as quickly as possible without getting caught by the guards), ask that enemies do not catch your eye (you will be permanently blinded), or ask for the power of the gods (lightning will kill you). Otherwise, you will have to fight the genie.

Continue along the west coast until you find a skull cave.

The mission "Shadow over Driftwood" takes place here. You have to fight with the void crawlers, of which there are incredibly many. The cave itself is quite large, so it will take a long time to wander. Moreover, it is dotted with minks (they allow you to quickly move around the location), one of which will lead you to four crawlers.

You can also just not climb into that hole and get to the very north of the cave, where the road leading to the abyss is located. You will be able to move your heroes across the abyss using teleportation to immediately appear in the place where the game would throw you in the future with the help of the four fiends described above, and fight the enemies with the whole team.

After exploring the entire cave, get to the center with the wreckage of the ship, where the dwarf Mordus is located (it was Lohar who asked him to find). Mordus will turn out to be an undead necromancer, so get ready for a desperate battle.

If one of your heroes dies during the battle, then Mordus will immediately absorb his Source and turn into a huge fiend that cannot be defeated at current levels if you play on tactical difficulty or higher. To defeat Mordus, try to kill him first and as quickly as possible.

After the battle, Mordus will remain alive and will ask you not to kill him. If you save his life, you can learn more about the magic of the Source. You can also find out information about the owner from him by threatening to kill him. As soon as Mordus starts talking, something will destroy him.

Before leaving, visit the room on the side, where the body of the gnome with the yellow stone is located. When you try to leave the room, a huge ship will break through the wall, in which there will be neutral crabs and a hostile shark. Kill the shark, pick up a hand from it and feed it to the elf to find out about the dead boy Joe.

It was him that the children were looking for on the shore of Driftwood on the instructions of Hide and Seek. Return to them if you want to complete the task.

After that, visit Driftwood again and look into Mordus' house. You could get here right after your date with Lohar, but in general there is no difference. If you visit Mordus' house after killing him, then you won't have to make an extra circle.

Inside the house you will stumble upon a dwarf - one of Lohar's workers. Tell her that you are working with her master to get inside, or just kill her. Explore the dungeon, release the imprisoned dwarves, and then approach the mysterious stone head in which you need to insert a yellow stone (you will find or have already found it after the battle with Mordus).

The task "Taste of Freedom" will start immediately after the secret entrance that opens. Inside you have to solve a puzzle, which is presented on a 4x4 field. Use the power of the Source to go to the spirit world and see the right combination.

Looking at the door to the treasury, standing in front of the field, activate the plates from top to bottom and from left to right as follows: the first row is the third plate, the second row is the second and fourth plates, the third row is the second plate, the fourth row is the fourth plate.

Next, you will find the undead chained to the table, as well as many vases. The undead will ask you to release it by activating the levers opposite. You can also just interact with one of the vases to start a fight.

A battle will follow in which the undead will help you. After that, talk to him and choose a reward. Keep in mind that the lich will offer you to increase one of the characteristics - agree immediately and do not ask questions, otherwise he will hand you a random skill book and go home.

Now return to Lohar and tell about Mordus. When you visited Mordus' dungeon, you found (at least you should have) a letter from the dwarf queen, which tells about her plans. If you first hand the letter to the masters, then a battle will follow when visiting Lohar. The letter can also be given to Lohar himself. One way or another, as a reward from both factions, you will receive a key to the chest.

The task "Competitors" takes place on the bridge on the left side of the location, which is guarded by the troll Grog. To pass, you will have to give him five thousand gold, or eliminate his competitor.

Both trolls are distinguished by a large amount of health, and also have an ability that regenerates six thousand health per turn (they will only activate it during the first turns).

Fire works well against Grog, while poison works well against Marg. After killing one troll, the other will refuse to let you through, so you have to fight twice.

The task "Aggressive capture" is activated on the bridge with the troll. You will find bodies of the dead and bloody footprints that will lead you to the area with the chest that Garvan mentioned (on the quest "Losses in the ledger". Use the Source spell to talk to the ghost Liam.

It turns out that Garvan killed him for self-interest and no such monsters attacked him. In order for the spirit to find peace, it is necessary to take revenge on the killer.

Killing Garvan is quite difficult, since he is in the city and never leaves it. If you don't want to become a criminal and end up in jail, just find the poisoned food and feed him with it. To do this, visit the toilet behind the tavern, in one of which there is a suffering person. He will tell you the recipe for spoiled food: meat stew and poisoned mackerel with emptiness.

The first can be purchased in a tavern, while the second is in abundance in warehouses. Create food and give it to Garvan so that he runs to the toilet, where you can finish him off.

meadows

Go to the bridge to the north, where the paladins are encamped. Talk to Tom Hardwin, who will ask you to bring the white masters to clean water. Go to the mines to the east and follow the deeds of the masters.

On the "Buried Past" quest, you will stumble upon Gareth (if he survived in the first location), who has captured and wants to kill Master Jonathan. If you wish, ask Gareth to spare this criminal.

The Ugly Duckling quest takes place in a nearby meadow. There you will find the sick bird Ferno, which is actually a phoenix. Burn the bird to heal it. In place of the charred creature, an egg will remain, which can be left in inventory for the future or eaten on the spot.

On the quest "Bestiality Conversation" you will stumble upon talking cows, who are actually bewitched people. Naturally, cows will need your help in killing the evil sorceress.

Explore the witch's house (the key is in the thickets below) by capturing her eye. For the development of further events, it is necessary to kill Alice Alisson, which you will be able to do a little later.

Finally, there are scarecrows in the meadows, each of which are opponents. As soon as you talk to one, everyone else will come to life and pounce on you. The battle, keep in mind, is going to be difficult, as the scarecrows have a passive skill "Horror", which sends enemies into a stampede without the possibility of further control if the target has no magical protection.

Pogost

On the east coast, move south until you reach the cemetery. The task "Family business" is given by Tarkin (if he was spared on the ship). The necromancer will need you to go down to the Surrey Crypt and get the artifact there. Inside, you'll have to solve the lever puzzle using ghost vision.

Three knife switches will only work after you stand on the pressure plate in the very last room. Number combination: 2-1-3.

The task "Stranger in a foreign land" is issued in the north by the ghost of Vilnx Kriva. The lizard wants you to bury her according to her own customs, that is, to be cremated. Pull your foot out of the grave, then hurl it into the flames of the dragon statues.

Continue your journey. Nearby you will find a platform of stone, which is guarded by four ghost gnomes. The Featherfall bird is sitting there, feeding on its owner. Part of the body of the latter can be eaten by an elf to learn the ability for necromancy Bone Cage.

Nearby is a bench where you will see Zimsky's ghost. Interact with him to increase your luck stat by one and get a flask of Source.

Next, you will stumble upon a watchdog named Andras. Andras is guarding the grave and won't let you in. If you try to get through, then you will have to fight the monster Kedelon Bonebreaker, as well as a bunch of skeletons that this warlock dog will summon.

A little higher on a hill, you will find the burial place of Victor Flynn with a note saying that he faked his death. Alas, he still failed to escape death - his skeleton lies in the crypt.

The task "Servants involuntarily" is activated in the cemetery. Silent servants roam here, about which Farima the watchman will tell you. It turns out that master Riker controls the servants, so in order to free the poor puppets, you will have to kill him.

The task "Shelter of Heroes" is issued immediately. Get to the center of the cemetery and open a small crypt where four famous warriors are buried. In each grave lies a clue to the treasure they left behind in the world.

By the way, if you open all four coffins, then the heroes will rise up and fight you. The first three caches of Garrick, Hull and Bromley are located above and to the right at the exit from the cemetery, in the north at the entrance and to the left, not far from the sawmill, respectively.

The task "A generous offer" is taken near a living estate, the door of which will speak to you. If you confess that you are awakened, then she will let you through. Inside, you will find Master Riker, who will give you an assignment to find the tablet in the Black Mines location.

The task "Snake tongue" is issued in the master's house. After interacting with the silent salamander, return to the graveyard and look for a burning chest near two statues. Move the box towards you using teleportation or telekinesis to open it. It turns out that the password to the chest is made in the old language of the lizards, which the silent salamander knows about. The Red Prince can unlock the stash in the same way.

"Existential Crisis" - a task that you will receive above and to the right in the cemetery. A voice will be heard near one grave - dig it out to rescue the skeleton philosopher. Crispin will ask you three burning questions that will need to be answered.

Without exception, all answers must contain the "Undead" tag, so put either Fane or an ordinary undead on your side for a verbal duel. If you lose, one of your companions will die.

Near the cliff on the right side, visit the altar opposite the giant tree. Use the Source skill "Bless" on the altar to activate the event: the elf will drag your companion down.

Follow the disappeared to save him. Kill an elf without using poison skills on him, as they heal him.

The "They Shall Not Pass" quest continues. Pass the gated southern part of the cemetery using teleport or brute force. Below you will reach the very house where it was impossible to get at the beginning of the location, since the connecting bridge was raised.

As we mentioned at the same time, the barrier could be overcome with the help of teleportation. Otherwise, only the above option remains - to walk around.

Black mines

To the right, at the edge of the location, you will find a path to the mine blocked by insects. Kill them and then talk to the spirits using Source magic.

Here the task “On the last gasp” will unfold, during which the masters will finish off ordinary peasants. If you do not intervene, then all five people will be executed, otherwise you need to attack the masters right away if you want to save everyone.

After the rescue, it turns out that another family member is in danger - a nephew. Go to the oil rig where he was hanged. Get to the top and talk to Master Jonathan, who will have to be killed immediately (after the first line) if you want to save your nephew.

Keep in mind that the entire district will come running to help Jonathan in the form of other masters. Not only that, the rescued will begin to use the magic of the Source, which will attract the attention of fiends from oil, which will then turn into fiery ones when the oil catches fire.

The quest "No Exit" is issued in the west of the fort, where a couple of masters are trying to burn down the house. You can kill the magisters to save the man inside, who turns out to be blue blood Owen Anchoret.

Finally visit the coast where the Screamers are. After the destruction, get to the buildings with the masters, in which they carry out operations to extract the Source from the magicians.

Deal with them and find a diary that tells you about a safe path to the Blackpits.

The task "Excavation" is already developing in the mines. The beginning of the cave is dotted with traps, so it's best to leave the whole team at the beginning, letting one thief go ahead, which is able to neutralize the whole path.

One way or another, soon you will reach the defeated master, after a conversation with which you will have to fight the fiends. Then go down into the mine. Inside, look into the side room, where there is a fragment of the column.

After a while, you will stumble upon a chicken that will inform you of a threat on the way - the Screamer. Finish him off normally or bypass him with teleportation.

In the ruins, look for a recess hidden in the wall, which opens with a key from the waterfall. Inside you will find the second fragment.

In the workshop, kill the masters or intimidate them to avoid a fight. Next, you need to restore the oil pump, having obtained information from the engineer of the Circle.

After blowing up the wall with barrels, you will reach the temple with statues of the ancient people, to which Fein belongs. Pick up the artifact that lies in the nearest boxes, and then step into the last room with the statues. From the diary of the digger you will learn about the correct order of activation of the statues; moreover, the necessary information is contained on the altar.

The activation order of the statues is as follows: the top one is the first, the second in the last row is the second, the second in the third row is the third, the second in the second row is the fourth, the first in the third row is the fifth, the first in the second row is the sixth, the first in the last row is the seventh .

After the puzzle, you will unlock the force field, behind which you will find an ancient tablet. This is followed by a real test in the form of a boss of the fourteenth level (if your level is lower, it is better to return here later). Ether Ether opposes your deities, but now she has just awakened, so you may have enough strength to defeat her.

After the battle, return to Master Riker. You will not find him on the spot, so visit his room, equipped with torture devices. Before handing the find to the master, ask him to teach you the new powers of the Source. Ultimately, a battle will follow that cannot be avoided.

In the master's house, the task "Opposites Attract" is also issued. To do this, simply draw a line of food between the turtle and the rat. Now you just have to visit the paladins on the bridge and tell them about the atrocities of the masters.

heavenly hills

Behind the paladin bridge, you will receive the quest "Three Shrines", in which you will have to help live deer in the battle against their dead relative. To complete the quest, you need to visit two more similar places.

The task "Test of all seasons" is activated in a forest clearing, where you will find a bowl surrounded by trees-statues. To complete the quest, you will need to use certain spells on certain statues, as each of them represents a different season. Listen carefully to the riddle from the mysterious voice, and then the task will be simplified.

On the way down and to the left, deal with the opponents and talk to the undead named Viktor.

Quest "The Buried Past" continues. Gareth attends the funeral of his relatives under the protection of the paladins. Near Gareth, pick up the gloves of the culprit who killed his parents. Next, bypass the outpost in the form of paladins, agreeing with them or using brute force.

Inside you will find four assassins. Use your ghostly vision to talk to the dead relatives of Gareth, who live right there.

It turns out that they do not crave revenge, on the contrary, Gareth's peace is important to them. After that, Gareth will enter the room, who will decide to finish off the killers. Dissuade him from staying on the path of a hero, or give the go-ahead, and then Gareth will embark on the path of revenge.

Finally, the spirits will reveal to you the name of the main culprit - Master Jonathan. Kill him if you didn't do so earlier when visiting the Blackpits, and then bring Gareth the Magister's Ring.

The task "Dangerous for yourself and others" will start in the eastern part of the location, where you will find the healer Swann. From him you will learn about the dangerous infected Natalie, who is located in the basement. You can help her, but then you have to fight the monsters. Keep in mind that AOE spells will damage the girl.

On the way up, you will come across a sawmill and a gang of Lone Wolves. Use ghost vision to see how many restless souls are following them.

The spirit of the wizard will ask you to avenge him and finish off the mercenary, nicknamed True Eye.

Corbin Day, on the other hand, will complain about his slave fate and complain about the master Rust Anlon. You can finish off the last one in the future, thereby freeing Corbin.

The Spirit of the Black Widowmaker will tell you about the treacherous murder: his partner Serpent Root poured poison on him. The girl will refuse to confess what she has done, so you can kill her.

The Spirit of the Gravedigger will tell you about Dremosek, who finished him off. Visit the latter and use the answer option tagged "Mystic" to make her see the Gravedigger in her dreams. After that, Dremoseka will show you the location of the treasure.

The task "A log like a log" takes place here. You need to visit the sawmill and talk to the log. An elven piece of wood will ask you to pay for it with the lumberjack who cut it down. You will find the woodcutter at the bottom of the location, however, he will also be dead. To destroy his spirit, use the Soul Absorption skill.

The task "Valuable booty" is taken from the head of the mercenaries Rust Anlon. In captivity, he contains Saheila, already familiar to you, so he will have to be finished off. Not only that, Sybil would want the same. If you kill Rust, then from that moment on, all the mercenaries of the brethren will become hostile to you.

After the sawmill, visit the clearing to the east by breaking the gate. There you will find Sadhi - the Red Princess, with whom your red-skinned comrade can retire. This will be followed by a battle with the killers, and the princess will disappear again.

Above and to the right you will find riddled soil, broken into small patches of land. To move, use teleportation or wings.

Next, you will reach a lonely hut where Almira and Mical are located. Together, the couple left the hot spot, but it was not without damage. You won’t be able to cure Mikal just like that, because there is a curse around him.

The source of corruption is the dragon, which you will find above and to the right of here. Finish him off and return for your reward.

In the future, you will meet a couple on a ship. Then Almira will ask you for another service, which is to find the tablet. In the past, you could already get it on the instructions of Riker.

monastery forest

A zombie named Eithne is a librarian. If you convince her that you are not a member of the Black Circle, then she will allow you to buy books with various abilities of the schools of Necromancy and Transformation.

Get to the ruins in the center where Hannag lives. The magisters are trying to kill the lizard, so help her if you want to get an additional slot for the Source abilities. Next, Hannag will tell you about his student, who may soon be executed. If you manage to rescue him, then she will make you a student, if not, she will only hand over a book about the Source.

The "Three Shrines" quest continues nearby. You will find a monster surrounded by wolves, which will increase its strength. The monster needs to be stunned every turn, as it is quite capable of killing your entire group at once.

In the north of the location, you will stumble upon the corpse of a witch named Alice Alisson. The body flies on the cross and is quite capable of fighting, moreover, one of its abilities - a passive aura - takes away four hundred HP each turn from the entire squad. A dangerous opponent, so don't even think about fighting him if your level is below 15.

After the kill, visit Alice's hut, which is located in the meadows. In her chambers, you will find the ingredients with which you can create a potion (witch's eye, mushroom and catalyst) to heal people turned into cows.

On the other side of the bridge you will find a lonely house, next to which there is a cage with two demons. Their current owner is Jaan - the same master of the Source that you have already encountered more than once. Find and kill the Imp located on the Isle of the Blood Moon for him if you want to more fully master the power of the Source.

On the shore you will meet the Dead Ferryman, which transports everyone to the same island. Any character other than the undead will not survive this journey, as it passes through the fog of death.

To overcome the obstacle alive, use the following trick: separate all the heroes from the one character that you are going to use the boat. When he is dead on the other side, the rest of the living party members will immediately teleport to him.

Blood Moon Island

Step down and to the right until you reach the demons led by the Lawyer. Immediately you will find the familiar Ailment, which teleports without talking. Next, you can make a bet with the gnome who just spoke with Ailment, arguing with him for five hundred coins.

The lawyer will offer to teach you new features of the power of the Source, but in return he will ask for a counter service - to kill the Black Circle group. You will find the targets in the center of the island, after which the Advocate will reveal the location of the Nameless Island to you.

Next, you can finish off the Lawyer, as Jaan asked you to. As a reward, you will receive an increased Source resource. Jaan will also need you to find the Advocate's owner by asking the spirits on the island about his name.

Find a bridge assembled from fragments, and then a map with statues, an archive and a forge marked on it. The quest "Forgotten and Damned" is activated.

Go up and to the right and at the turn find the loosened earth, under which the hatch is hidden. You will find yourself in the Archives, where the ghostly rector of the library is located. Behind one of the cabinets you will find the Anathema weapon part, as well as a new fast travel pyramid, and a special book with a flame-suppressing spell that you will need to destroy the statues.

Near the statues you will find cages with demons. Before you open them, look into the world of ghosts and negotiate with the spirits of the guards in order to get the go-ahead for the release of prisoners. You have to defeat a baby, a gnome and a lizard, each of which uses demonic abilities.

Preparing to sail

The task on this part of the land is coming to an end, so it's time to set sail. For the next journey, you need to open three additional slots for the Source abilities, learn the skill "Draining the Source", find the location of the mysterious Nameless Island, solve Gareth's dilemma, and also (optionally) complete the personal quests of the companions.

Keep in mind that Source slot upgrade opportunities can be easily missed. There are four characters in total who can help you in this matter: Mordus, Riker, Hannag and Jaan - remember these names.

You will receive the ability to extract the Source from Siwa when you open the above cells.

Finally, the location of the island can be opened by the Lawyer, God (according to the ritual in Siwa's hut), as well as Ailment. When all conditions are met, return to the ship and order to sail.

B unnamed island

This part of the land is a whole battlefield, where masters and paladins are constantly fighting on the one hand, and the Black Circle on the other. Your task is to visit all seven Divine temples and complete the tests there. When the deed is done, you will be able to proceed into the bowels of the mysterious Academy.

Chat without leaving the ship with the succubus Almira, who wants to find two pieces of the Redeemer. Also here you will find Master Delorus, whom you met back in Fort Joy. He can become a companion, but his level is too low for full-fledged battles.

Temples of the Gods

Ralik Temple

The first sanctuary represents the people, and here you will stumble upon a confrontation between the masters and members of the Black Circle. Choose a side, and then take part in the battle. After the battle, activate the altar by a human so as not to get a "debuff", or by another race, but then you will become blind for a while.

Temple of Vrogir

Go upstairs and to the left until you come across a Cheka detachment. If you convince them that you are the incarnation of Almira, then there will be no battle.

Inside the temple will be flooded, which was done by order of the Cheka. You can cancel the order and send the entire group off the island. After that, find the key that will allow you to unlock the secret path to the Armory with valuable items.

On the same shore you will find the Gloomy Cave, where you can find powerful weapons. By picking up the Blade of Eternals, you will provoke an attack by apologists.

Inside the Imp Sanctuary, you will find that the required item is missing from the altar. Go to the ghostly world and talk with the spirit of the imp, who will reveal to you the reason for the loss - it turns out that the members of the Black Circle stole the crystal.

Head west until you come across two mongrels who have found a strange stone. Kill them or just throw meat at them to get the desired crystal. Now you can use the altar.

Activating the altar will take you to the miniature world of Zantezza. First place the boxes on the nearest plates. Go further, bypassing the blocked doors with the help of teleportation.

To speed up time, use the hyperactivity device in the hall on the right. The other device will start the kill protocol, so don't touch it. Finally, in the center you will find the core, which you need to get to as quickly as possible, otherwise you will die.

After that, advance along the northern path to find the Cheka group. Kill them and take the Dark Mirror from the head.

On the approaches to the temple you will be met by elves. To avoid a fight, tell them that you are awakened or that you are doing the will of the masters.

Here you will also learn that Bishop Alexander went after you and has already landed on the island. You will find him at the very top of the elven sanctuary in the company of Gareth, who wants to kill him. Help Alexander, who is separated from the Sledgehammer, or complete Gareth's revenge and finish off the bishop.

Another task will be given to you by Sybil, if she is in the group. The tree in the temple will tell her to take the life of the Prince of Shadows. When you leave the temple, Saheila's friend will advise you to destroy the Tree so that the elves finally gain freedom. Decide what to do.

Temple of Amadia

The sanctuary of the ancient people is located in the lower left corner of the island. You can get there only along the vines up, which will lead you to the temple floating in the sky.

On the spot, overcome all obstacles and crevices, using the various blessings of Amadia. On the way, if Fane is part of your group, you will receive unique gloves. Get to the center and interact with the altar.

Temple of Zorl-Stissa

Get to the shrine and interact with the altar. No complications. To the east of the temple, you will find the lizard Prince of Shadows, which was hunted by Sybil throughout the game. She will go into a trance due to the lizard's magic, so you will have to sing a song to her. A battle will follow in which you have to fight with the invisible.

Finally, the Red Prince can also interact with the Prince of Shadows. After the kill, move to the ghostly world to find out the reason for the hunt for the Red Prince. It turns out that your partner and Princess Sadha can give offspring in the form of real dragons, which is by no means tempting to know the lizard empires.

Temple of Dune

On the way to the sanctuary, overcome all the crevices with the help of magic. Inside, defeat the cursed warrior of Dune, and then fulfill his request - absorb him. After starting, go around the temple from the north and talk to the undead. She will ask you to finish off the damned gnome.

On the task of "White Face" you have to finish off the leader of the Black Circle of the same name. Use the black mirror to pretend to be White Face's subordinates in order to safely get to his hideout, which lies to the left of the Temple of the Moon near the mountain.

The entrance will be protected by the troll Circle, with which it is impossible to compromise. There is no point in fighting him honestly, so just teleport him into the lava.

In the cave you will see an altar that cannot be interacted with. Dispel the illusion behind him by using Alexander's hood, and then finish off the leader.

In the Cheka camp, you can find a friend of Vindego, who could have been killed back in Fort Joy. One way or another, she will have to deal with it again.

Now that all the temples are activated, head to the Sanctuary of the Moon. Inside you will find seven pillars, each representing a different deity. Each of the seven represents either the Sun (light) or the Moon (darkness), as you learned when visiting temples.

Expose the belonging of the gods to the luminaries, and then use the lever. To activate the lever, move the thing with a lightning bolt picture called the Phase Capacitor to the pressure plate.

If you wish, you can go a completely different way without activating the altars. To do this, visit the corner of the island on the lower right, where the islets are located. On them you can get to a separate land, where the hatch is hidden. It is he who will lead you to the halls of the Academy.

Inside the Academy, you will meet a fiend of the void, who will reveal to you that their true motives for his brethren lie in the desire to return the power illegally stolen by the gods.

Go into the hall, dotted with the bodies of teachers. They can be interacted with to enhance some stats in exchange for weakening others. Then find the panel and install the Phase Capacitor, which will start the beam. It is necessary to conduct a beam to the pole using mirrors.

In another room you will find the key to the room on the left with valuable cheeks. Near the pillar, which the beam should reach, install a couple more capacitors, and then interact with the lever. This will take you to the Hall of Heroes.

In the hall, you will meet all the story companions, as well as Gareth or the Bishop, depending on your choice. Agree to fight.

After that, a battle will begin in which all the elect will take up arms against you. Get to the key of divinity, which lies on the right. Ultimately, when you overcome the ordeal of the Guardians, you will be greeted by the long-forgotten Dallis Maul.

If you managed to change the Bishop to your side, then she will immediately finish him off. Dallis then annihilates the key and escapes.

Finally, the destruction of the arena will follow, during which the battle will unfold. You will have to defeat your own copies in the form of divine avatars, as well as the Source Titan, which will appear at the end. When the deed is done, Ailment will appear and ask you to start the beacon - do this to leave the location.

Once on the ship, talk to Ailment. Your next target is Arx, where Dallis went.

Oh hota on Dallis

Coast

Directly on the ship you will move to the hill. Pass the camp near the coast and get to the port. On the spot, it turns out that a kraken attacked the harbor. If you think that your strength is enough to destroy 18 levels, then give him a fight.

After that, search the shipwreck and find the key. Also talk to the ghosts to learn about Dallis, who rushed to the tomb of Lucian himself. Defeat the vampires by helping the paladins let you into Arx.

Arks

In the city center, find the artist and use ghostly vision to talk to the spirit. The latter will reveal to you that the local prince owns a rare painting.

When you visit the nobleman's residence, you will stumble upon Kat, who will hint at the paintings in the same way and offer you help. On the top floor, get ready to meet the guards; in the hall there is a key that can be transferred to you only with the help of telekinesis. Finally, you will find the treasured path to the basement outside the house.

The Execution mission will begin with a series of executions: the paladins will kill the masters, wanting to find the secret members of the Black Circle. Talk to Marie, who will ask you to rescue de Selby. The latter violated discipline and refused to carry out executions, so she herself ended up on the scaffold. The only way to save her is to kill the local head of the paladins.

On the mission "The Power of Mercy", visit the prison on the lower level of the city. Deal with the guards, and then find a cage with an old acquaintance of Vindego. If you release it, then you will learn a new spell that allows you to turn fiends into allies. She will also reveal to you that the local paladin leader Kemm is secretly working for demons.

The task "The last stronghold of the masters" is activated in the barracks. In the ghostly world, look for Marvell, who lives in the kitchen. Beside him, clear the way from the boxes and use the hatch.

By the way, on the hatch there will be a password in the form of four phrases, two of which can be found in the next room (others will have to be selected by random).

On the lower level, look for a secret button to get into the vault of the masters. Next, to unlock another secret, remove all four paintings, behind which there will be buttons. As a result, you will find yourself in a new room where the ghost of Hux lives. Here, pick up the key and go down to the next level through the closed hatch.

In the end, you will stumble upon Master Raymond surrounded by geists - kill him. Next, examine his documents and read the information about Dallis, which contains all the plans of the masters. It turns out that they set out to destroy the Source, Divinity and the Void itself, for which they have already recruited Tarkin, whom you know. The latter took care of the resurrection of King Brakk.

Return to the city and go up and to the left, where the burning part of the city is located. Visit the lizard embassy, ​​where you can find a mysterious portal.

To the right of the city, explore the apartments of the craftsman Sanders, who makes toys. One of the toys came to life and disappeared - you will find it near the pier and learn that there are corpses in Zanders' basement. Visit his house again, and then talk to the master himself and decide his fate.

Then visit the library where the History Dock Hubert will examine you. Correct answers: House of Dreams, 1234, Tenax and Cassandra. If you answer correctly, Hubert will ask you to go down to the basement with him, where he will open a new story and hand you a book of talents of your choice. There is also a chest, the key to which is in the previous room.

On the assignment "What the doctor ordered" you will visit the Black House, where Deva lives. If you defeated the White Face on the island of the Blood Moon, the doctor will let you inside. Next, Deva will offer you a deal: half of the divine power on your part, help in the battle against Dallis - on his. Keep in mind that the deal will definitely have consequences. If you refuse, you will discover that behind the mask of the doctor lies the powerful demon Adramalich.

Dungeon

The task "Secrets of the Dwarves" is activated when you get close to the area of ​​the dwarves. Make your way to their courtyard from the east, teleporting to the balcony of the house of the wisest. Immediately you will find stones that will help you get to the other side.

On the spot, you will find the place of the already completed wedding, which has taken the form of a massacre. If you activate the cake, there will be a battle with toys that will pop out of it. There you will also find a message from Dev. Before leaving, examine the bodies to find the key.

Take a look at the house where the newlywed Isla Gall settled down. On the top floor, you will run into her dad, Michel, who is about to leave Arx. Next, look into the kitchen and take the Lulabelle wine to unlock the secret passage.

You will find yourself in a sewer full of spiders - kill them. Next, visit the right side of the dungeon, where there is a brotherhood of child thieves that play you against the troll. When the battle is over, take the Strange Painting, which is the very rare image.

Ultimately, you will find yourself in the secret abode of Queen Justinia in the company of Isbale. If you released Vindego after the interrogation, then you learned that Isbale was hanging out with demons. That is why you can now hand her over to Justinia, after which the latter will refuse to stand up for Isbale in battle. After the battle, talk to Justinia and decide her fate.

Before leaving, you can visit the branch of the sewers, which will lead you to the prison. There you will stumble upon the boy Karon, who is awakened. If you return here again after some time, you will not find Karon on the spot, but you will find him in the western part of Arx, where he will massacre.

Visit the temple and talk to Avenni to get the key to Arhu's private rooms. After exploring the chambers, at the exit you will find paladins who will accuse you of killing Arhu. Finish them off or try to negotiate peace.

On the opposite side of the temple, talk to the dog Charlie to find out about the true culprit in the loss of Arhu. It turns out that Kemm, whom you know, is behind the crime.

Speak with Lyle to learn about the Path of Blood Pilgrimage. It turns out that only an absolutely sinless person can overcome it. Come inside.

Along the way, you will come across a statue of Lucian, who will ask four questions. It doesn't matter if you answer honestly or lie, because if you really committed crimes, then the statue will instantly destroy you. If there are sins behind you, then you can use the trick: return to the ship, take an "empty" companion who has not yet participated in your adventures, and then bring him here and it is for them to pass the test.

Next you will find a puzzle with pipes. It is necessary to hold liquids of three different colors in three bowls on the opposite side. As a result, it turns out that one liquid is missing - use the "Blood Rain" over the center of the platform, and then bless the blood with the Source skill.

After solving the problem, continue on your way. Behind the door you will find minions of the Source, which are easy to kill, but pointless, as they are reborn. To overcome this challenge, you must dial the right combination of levers. Each of the levers represents a separate letter, and you need to collect the word "RIGHT".

divinity

The task "The End of Times" is the final one. Ailment and Tarkin will stand by your side. In the hall, talk to Lucian and Dallis. It turns out that the first staged his death in order to freely absorb the Source from the gods.

Dallis is the eternal one that has always worked for Lucian. Not only that, Fane is her father. Sledgehammer's ultimate goal was to completely consume the Source and move it to a safe place - one where the Void could not threaten it.

Next, you will have a battle with King Brakk. Leaders familiar to you will fight on his side, while Lucian and Dallis will fight on your side. You won't have to kill Brakk personally, as you won't have enough strength, so just try to survive.

Finals

  1. If you make an agreement with the doctor, you will meet with him again to give away half of your divinity. Further, Lucian and Dallis will die, and you, along with the demon, will divide the world in half, creating a balance between light and darkness.
  2. The second ending is "Ascension". You will become the sole god without the help of a doctor.
  3. The third ending involves the spread of the Source throughout the world. Each of the inhabitants of the Earth will become a magician and will contain the Source.
  4. The last ending is based on the destruction of the Source. Magic will leave Rivellon forever.

Video: walkthrough Divinity Original Sin 2


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The test of all seasons is a side quest in Divinity: Original Sin 2. In a clearing in the forest, we stumbled upon some kind of elven building - a brazier surrounded by four statues.

Walkthrough

Find a clearing in the forest with four elven statues and a brazier in the center (X: 448, Y: 343). Interact with the brazier and pass the test. You will need to attack four statues with different elements.

Hero of Winter - Use the spells "Cold Explosion" or "Destructive Hail". "Rain" + "Universal Chill" will also work.

Hero of Autumn - cast a fire spell on water, then electrify the resulting cloud of steam with an "Electric Discharge" spell or similar. Or just use an electrifying arrow.

Summer Hero - use the Laser Beam spell or summon a fire slug, as it has such a spell.

Hero of Spring - Use "Blood Rain" or the racial ability of the elves "Flesh Sacrifice".

As soon as you activate the last totem, four challengers will appear and start fighting you. Each challenger (Winter, Summer, Fall, Spring) is immune to their respective element and is pretty strong if you're at the same level as them (14). Defeat them all and the brazier will congratulate you on your victory. As a reward, you will receive a chest with artifacts, as well as a heart of a phoenix (eat it by an elf to get the Flames ability).

Job structure

In a clearing in the forest, we stumbled upon some kind of elven building - a brazier surrounded by four statues.

We've solved the mystery of the brazier. And then four elves-pretenders appeared nearby and attacked us.

Quest Completion Options:

  • We defeated the elves and passed the test of the brazier.
  • We ran away from the pretenders and, apparently, in doing so, failed the task of the brazier.
  • We left the Reaper's Coast, but never learned the true nature of the elven structure in the forests.

Losses in the ledger is a side quest in Divinity: Original Sin 2. We met the merchant Garvan, who told us that near Driftwood he and his mentor Liam were attacked by fiends of the Void.

Important NPCs
  • Garvan
Walkthrough

Find Garvan in the Driftwood Tavern on the first floor. He will tell you that he and his mentor Liam were attacked by the fiends of the Void. Liam was killed and all their belongings were gone. He asks you to find the missing supplies on the road west of Driftwood.

Head to the marked location and you will notice a troll guarding the bridge. You can kill him, or help him in the Competitors task.

Follow the trail of blood (can be found with high Perception) and you will see a wooden chest. Try to hack it or take it to your inventory and the undead master of beasts will appear with their "pets" fiends of the Void - Pasha and Tasha.

After the fight, you can tell Garven that the supplies have been destroyed, or return the chest to him with or without the contents.

If you continue investigating this area, you may find (again high Perception required) a shallow grave. Dig up the remains. If there is an elf in your group, then he can eat them and then you will find out that Liam was killed not by fiends, but by someone close. Use Spiritism (Quest Awakening) to talk to the spirit. You can agree to avenge him (task " Aggressive capture").

Job structure

We met the merchant Garvan, who told us that near Driftwood he and his mentor Liam were attacked by the fiends of the Void. Liam was killed and all their belongings were gone. Maybe we should help him.

We agreed to try and find and recover Garvan's supplies. They should be somewhere on the trade road west of Driftwood.

We arrived at the place where the enemies attacked Garvan and his mentor. Here you can really see the signs of a struggle.

We found Garvan's missing belongings.

Quest Completion Options:

  • Garvan's belongings have been destroyed.
  • We told Garvan that his belongings were missing.
  • We've returned Garvan's belongings.
  • Garvan is dead. He won't need those things anymore.
  • We've left Reaper's Coast without solving the Garvan case.

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