Divinity original sin 2 buried treasure. Heroes haven. Looking for revenge

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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 chick Piskun will appear from the egg, he will kill all the healthy hens, 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 a 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 attitude of the dwarf 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. Most safe way- on the south coast 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 The Red Prince, if he has advanced 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 items. 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 lost chest, which 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 graveyard, 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 Farima, 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. Inspecting their graves, we will find out where on global map their hidden treasures are found. 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 Riker's shelter, we read 3 parts of the book "The Essence of Existence", they have the correct answers: "exorcise 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 glowing 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 "Purification", it is on unique helmet Tyrant or in the wands of 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 which 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 magic armor, and they can be immediately lured to your 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 south 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. paradise 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 strikes the sky with a thunderstorm, The heat comes with a fiery haze of summer, Spring quenches 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 treat her. 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 cannot be healed because of the 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. 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 most strong 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 you can use: we separate the character from the squad, we agree on the crossing with him alone, he dies on the way, but at the place of arrival, the rest of the squad heroes will automatically teleport 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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Guide in the making...

Act 1

Puzzle of Brakka

It consists in the fact that each word means one letter. You will find a hint of talking to a rat right outside the room.

Word 1

  • BRACCUS (Brakkus): B (bloody), R (rotten), A (thieves), C (very), C (very), U (terrible), S (boyfriend)
  • CUR (Mongrel): very, terrible, rotten


    Word 2

  • SOURCE (Source): S (calamity), O (devil), U (suffering), R (poison), C (hex), E (curse)
  • CURE (Cure): procession, suffering, burn, curse

    Brakkus Tower

    There are several different puzzles in this location, whose solutions you will find below:

    Closed gate next to the statue

    You will need to flip the lever that is hidden in the room on the other side of the main hall.


    You can get to it by clicking on the sewer grate door (the easiest way to get to it is to use the jump skill instead of fiddling with the door and fireballs).

    Well

    Here you just need to fill the well. To do this, use a rain spell over it.

    Barrier

    To do this, you just need to be able to take one point of the "Source" resource and add it to the "Mysterious Technique" that is located next to the barrier.

    Historian

    To heal the historian, you need to put him on a bloody surface - use the Blood Rain spell. Then cast the Blessing spell on the blood. In addition, you can use the "Sacrifice of Flesh" spell several times, and then teleport the Historian to the blood. Finally, you can attack a teammate next to the historian and then teleport him to the blood.

    Cursed lever (where you save Gareth)

    All you have to do is bless the lever. As far as I know, it is impossible to save a soldier.

    Act 2

    Cemetery (Ryker area)

    Stunning Tomb

    To take the contents of the coffin, you must cast the Ice Armor spell on yourself. To free Kanna, talk to her, or kill her, throw a buff on her.

    Flaming Chest

    Talk to the salamander in Riker's house to get the password. To do this, you must be a lizard and be able to speak with animals (skill "Animal Friend"). Once you know the password, return to the burning chest and use the rain spell on either side of the flaming lizards. I think this is enough, but in addition, you can still bless the water. Then talk to the chest.

    Box:


    Salamander:


    Talk to the chest:

    Joanna's grave

    The first thing you need to do is find two buttons that allow you to open the wall to the tomb.

    Button 1:


    Button 2:


    Once you've done that, put some of your gear (I used a pot, but you can do it with gear as well, it won't do anything) on ​​the huge button in the farthest room. After that, use "Spiritual Vision" to see the levers on the wall. The hatch opening combination is middle lever, left lever, right lever.

    Customization:


    Solution:

    House of Mordus - "Elemental Puzzle"

    Use "Spiritual Vision" to see the solution (which appears at the top of the block of squares).

    Spiritual Vision:


    Solution:

    Flaming statue of the Prophet

    Light all the torches at the same time with a fireball or something like that.

    Solution:

    Act 3

    Mini-game in Luciana's Tomb

    The solution is shown in the screenshot below. It is worth adding that you may encounter a bug - the blood is not blessed, even after passing through the blessed fire.


    To solve this problem, use two teleportation pyramids. Throw one of them behind the blue barrier, then teleport to it, use the jump and get to the end of the blood pipe to bless it manually.

    Act 4

    Mini-game in Snapper Altar

    Set up pipes according to the example shown in the screenshot below. After that, you must fill the central bowl with blood - use the grate next to the altar (the "Bloody Rain" spell will help you). Then bless the chalice with a spell.


    Interact with the altar again and select the first option, after which the blood will begin to flow through the pipes.
  • In the Magister's Barracks, you'll find that the paladins are busy looking for the secrets of the Magisters. Find a hatch hidden under the drawers in the kitchen. To open it, you need to enter a code.

    Use Spiritism to see the spirit of High Cryptographer Marvell, the master who designed the encrypted hatch. Note that you need to interact with the hatch first before you can talk to him about the encrypted combination. Marvell will say that the combination is related to the tablets in the previous room.

    Select answers in the following order:

    • Purity of thoughts
    • Body discipline
    • Order in society
    • Loyalty to the Divine

    After entering the combination correctly and unlocking the hatch, you will receive 58175 XP, and the spirit of the cryptographer will be indignant that you deceived him. Talk to him and you can choose to consume his Source before he disappears, or just let him disappear.

    Go down the hatch and you will enter the master's vault. Beware of a lot of traps here. With a high Perception character, find 4 switches hidden behind the paintings. Remove the paintings to reveal the buttons and activate them in the correct order to open the secret room. The correct order is: Mind - Society - Body - Divine.

    Inside this secret room, read the report on the table which will give you 38800 XP and you will learn some information. Use "Spiritism" here to see the spirit of the white master Hux. He will tell you that the gnomes are up to something in the city sewers.

    Find also a book called The Puppeteer's Report, which will activate the Master of Dreams and Nightmares quest. It is on the table to the left when you enter the room with the hidden switches.

    Lastly, check out the Treasury with many nice finds, including the unique staff "The Confiscated Water Staff of the Ancient Empire." There is also a blocked hatch that leads to the level below. But keep in mind that if you use it, you will find yourself face to face with the geists on the lower level and the fight will immediately begin.

    It's better to use a ladder as shown below, which will give you some time to prepare before the fight.

    At the bottom you will meet 3 geists, as well as Master Raymond (if you did not kill him in Driftwood). For killing each Geist, you will receive 96950 XP. Note that if you use fire spells here, the spilled oil will catch fire, so many books and notes will burn. If Magister Raymond is here, he can use fire spells, but if he's already dead, then there shouldn't be a problem with fire, since geists don't cast spells. After the fight with the geists, use "Spiritism" and talk to the spirits of the magisters, as well as read books and notes to advance the quest.

    Here you can also find a secret document (you will receive 38800 XP for reading it), which describes the dangerous sorcerer Karon (related to the "Mistakes of the Past" quest). In the ornate chest by the statue of Lucian, find a level 19 unique spear - Ednet Vur. On the upper platform, you can also find the spirit of Eithne (if you helped her in the quest "Eithne the Merchant").

    Return to Linder Kemm and tell him what Dallis is up to. You will receive a divine quality reward. If you provoke Kemm in the dialogue, the fight will start and you will not receive a reward for the quest.

    Job Structure

    We spoke to Lord Linder Kemm. He and his paladins stormed the barracks of the masters and put them all to the sword.

    Evidence in the Black Mines:

    • Kemm said that the masters had betrayed the memory of Lucian. Paladins have long been suspicious of their rivals, but the evidence we've unearthed in the Darkpits has given them reason to act.
    • Kemm said that the masters had betrayed the memory of Lucian. Paladins have long been suspicious of their rivals, but the evidence Lord Arhu has recently unearthed has given them reason to act.

    The paladins searched every nook and cranny of the barracks, but found nothing that would shed light on the magisters' plot or their connection to the Black Circle. However, Kemm knows that not so long ago there were white masters here - perhaps they still left something behind. We need to take a good look at everything.

    In the master's barracks, we found a hidden hatch with a cipher. It is not entirely clear how to open it and what the motto of the masters has to do with it.

    We talked with the spirit of the senior cryptographer Marvell - the master who created the hatch with the cipher.

    We managed to get through the hatch with the cipher into the master's barracks. Now we'll find out what's inside...

    Under the barracks of the masters, we found some kind of archive. Apparently, it has long been abandoned: books and papers are in complete disarray. I wonder if the masters were rummaging around here ... or someone else?

    We found a huge room in the dungeons under the magisters' barracks. Maybe Raymond and the white masters fled here?

    Master Raymond was waiting for us in the room, surrounded by dead white masters.

    Raymond tried to burn down the whole room - and us along with him. We managed to kill him.

    From Raymond, we learned about Dallis's future plans: she wants to enter the tomb of Lucian and, with the help of Etheran, deprive him of the remains of the power of the gods, which could be preserved in them. She believes that this will allow the Source to be expelled from the world, and then the fiends of the Void will cease to be a threat. If she is wrong, she will leave the world defenseless against the Void. You need to meet with her and talk - maybe you can learn something useful.

    It looks like Dallis and his white masters want to banish the entire Source from the world. They need to be stopped.

    We learned that the magisters really believe that they follow the precepts of Lucian in their deeds ... but more importantly, Dallis is heading for Lucian's tomb.

    We must tell Lord Kemm what we have learned. Maybe the paladins will help us.

    We need to find Dallis ASAP. To do this, you will have to find a way to get into the tomb of Lucian.

    Quest Completion Options:

    • We told Lord Kemm everything we could learn about the magisters' conspiracy. However, he seems to be absolutely sure that Dallis will not be able to enter the tomb of Lucian: for this she needs Lord Arhu, and he is now "away". So-so assurance, to be honest. So we'll have to deal with this matter further.
    • We went on without knowing the secrets of the master's barracks.

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

    Part - 1: Prologue / Fresh Breeze

    Divinity: Original Sin 2 Walkthrough

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

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

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

    Near the door on the right side will be Master Victar and a friend named Ifan ben Mezd. The bottom line is that the master will accuse Ifan of murder. Ridiculous suspicions can be refuted. A locked door will be located nearby, and if you hold down the “Alt” key, then you will find a key near the bed, after which the door can be opened with this key, but the next door cannot be opened.

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

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

    In any case, in the room where the explosion occurred, there is a staircase that leads up. On the right side is a cabin, inside of which the Magisters' dog will stand. If you chose the Animal Friend talent when creating your character, then you can talk to the dog or kill it if you wish. Nearby in the same cabin is another door, but it will be locked. The door in the next cabin, which again leads to the same room, is also locked. Therefore, go further into the large room.

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

    On the deck of the ship, you will have to fight with several fairly large insects called the Vile Fiend. But nothing too complicated - just training tactical battles. On the other side of the board there will be a lifeboat with an escaped prisoner. The character during the dialogue offers to save the rest of the prisoners and I recommend that you agree to do this, so go back downstairs.

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

    Part - 2: Fort "Joy"


    How to pass Divinity: Original Sin 2

    "Coast"

    Part - 3: Awakened

    Divinity: Original Sin 2 Full Walkthrough

    "Ship Lady Vengeance"

    (?) Quest: Lady of the Seas

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

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

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

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

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

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

    "The open sea"

    On the way, another ship will attack your ship and it will turn out that this is the ship of the very witch Dallis. However, in addition to this, there will be an unknown and mysterious person in a raincoat. Enemy leaders will not take part in battles, but will provide all kinds of help with spells. Geists (2), masters (3) and bloodhounds (2) will act against your team. Of course, the forces will be unequal, so it will not be possible to defeat them, but the main task is not to defeat them, but only to protect the Ailment for five moves until she conjures a large-scale spell.

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

    ____________________

    The note: If during the battle you do not kill any enemy, then you will receive an achievement. If on an easy difficulty level you manage to kill absolutely all the attackers, then again you will receive an achievement, but this time it will be different.

    ____________________

    (?) Quest: "To the Halls of Echoes"

    This time you appear in features. All the patron gods will be represented in them, but they will be tied and hung on the tree of the void. There are seven gods in total: "Zorl-Stissa" - the God of the lizards, "Tir-Cendelius" - the God of the elves, "Dune" - the God of the gnomes, "Vrogir" - the God of the orcs, "Zantezza" - the Goddess of demons, "Amadia" - the Goddess of wizards , "Ralik" - God of people. After getting acquainted with the gods, collect the magic of the source, approach your race and impose on the deity "". After these actions, the chosen God will tell that they are rapidly swallowed up by emptiness and the heroes need to hurry up to save them.

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

    Part - 4: Mastering the power of the Source

    Divinity Original Sin 2 Walkthrough

    "Reaper's Coast"

    (?) Quest: "Abrupt Awakening" (Part - 1)

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

    (?) Quest: "Plundered Caravan"

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

    (?) Quest: "They Shall Not Pass"

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

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

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

    Note: A boy named Pidge will ask about Ifan ben Mezd, so I recommend that he be in your squad in order to continue the companion quest chain. There will also be a gallows in the north, on which Siwa will be hung, but so far you will not have enough strength to free her, because you have to fight with the masters.

    "Driftwood"

    (?) Quest: "The Law of the Order"

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

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

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

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

    (?) Assignment: "Losses in the ledger"

    On the right side, a character named Garvan will sit at a table in the tavern - if you talk to him, then he will take your character for a waiter. You can create and serve him the sent meat stew. How to make this dish? Behind the tavern there is a separate place where the man from the toilet will tell you the recipe for the stew: stew + stale fish (other ingredients will not work). For the work done, you will receive an achievement. After dinner, Havan will tell interesting story: he, along with teacher Liam, somehow transported a rather valuable cargo, but in the end left him halfway due to an unexpected attack by fiends.

    (?) Quest: "Love Has a Price"

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

    (?) Quest: "Grief will not flood"

    On the second floor of the tavern, a hotel will be equipped. The inn is home to a wealthy merchant, traveler, and a woman, Captain Ableweather. The girl will talk about the fact that her ship went to the bottom, but she remained alive and, in fact, this haunts her. From the girl it will be possible to buy an item called "".

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

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

    (?) Quest: Driftwood Arena

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

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

    (?) Quest: "Hide and Seek"

    There will be a boy and a girl on the pier - Ben Buttons and Harrietta. They will talk about the fact that their mutual friend went swimming to Fort Joy. They should be convinced that this is a bad place and it is better not to follow. They start playing Alexander and the Ailment.

    (?) Quest: "Missing Magisters" (Part - 1)

    From passers-by it will be possible to find out what is on this moment three masters have already disappeared. Local guards naively suspect some junk dealer of these mysterious crimes. An elf named Stuart near the entrance to the tavern has a little more specific information: he believes that the culprit of the loss is one of the guests of the local tavern.

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

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

    (?) Quest: Strange Cargo

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

    Go into the room to the right of the shore and in one of the barrels you can find Higba the Junkman. He will ask, in turn, to take him out of the encirclement straight out of the city. The safest path is the path along the south bank to the left. There will only be two Level 9 Patrol Masters along the way, so you can even just run past them quickly until they're gone. But if it suddenly happened that they noticed you, there will be two options for solving the problem: the first is to hand over the junk dealer, the second is to join the battle. The most interesting thing is that even if you want to engage in battle on purpose, the masters will fight all alone, no one will come to their aid.

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

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

    (?) Quest: Lost and Found

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

    (?) Quest: "Abrupt Awakening" (Part - 2)

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

    Move to the right side directly through the ford. There will be a gallows on the high road, and two lizards will be hung on it, one of which is Meister Siva. She will ask to be released, but she will be guarded by an executioner named Ninyan of the 9th level and more masters nearby (there are 5 in total), so I recommend that you first prepare for the battle.

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

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

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

    (?) Quest: "Missing Magisters" (Part - 2)

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

    Now the character-thief should take up the matter. So, while the cook is in the room on the right, the hero in the room on the left must inspect the board in the floor, inside of which there is a cache, and in the cache - a severed hand and a ring on it.

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

    ____________________

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

    ____________________

    Questions and answers on the passage of the game

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

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

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

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

    (?) Question: How to get source points in Divinity: Original Sin 2?

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

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

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

    (?) Question: How to increase action points in Divinity: Original Sin 2?

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

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

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

    (?) Question: Where to find all companions in Divinity: Original Sin 2?

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

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

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

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

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

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

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

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

    ♦ Answer: In Chapter 2/Act 2, skills will be sold at a place called Echoing Marsh, which is located in the south - in the Sanctuary on the Rock. In Chapter 4/Act 4, skills will be traded by dwarves in Driftwood Square.

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

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

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

    ♦ Answer: black cat it is necessary to pass through Fort "Joy" in an easterly direction. At the end, the cat simply disappears and turns into a Summon Cat spell. In the future, the cat can be summoned in battles, it quickly gets to the specified target and does a good job preventing archers from shooting, thereby engaging in close combat.

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

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

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

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

    (?) Question: How and with what to remove necroflame in Divinity: Original Sin 2?

    ♦ Answer: The bottom line is that necroflame is a unique and special kind of curse that cannot be extinguished by anything.

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

    ♦ Answer: In Chapter 2/Act 2, Sybil can be found on the south beach near the entrance to the ghetto. In subsequent chapters/acts, all the main characters will always be waiting on a personal ship.

    Coming here soon full walkthrough Divinity: Original Sin 2 so stay tuned!

    Fifteen people for a dead man's chest, yo-ho-ho and a bottle of rum! The cross marks the place where the treasure is buried, so take a shovel and start digging. Money, gold and jewels are hidden on some mysterious island which usually means trouble. Since ancient times, when mythical gods and legendary heroes roamed the earth, until the Middle Ages and even the last couple of centuries, people have records of great treasures that, apparently, have disappeared, leaving behind only memories. Fascinating examples of luxury and decadence, the world bowing to their power and majesty and crying for their disappearance. These lost treasures have witnessed the rise and fall of civilizations and are now gone forever. But is it?

    Blackbeard's Lost Treasures

    Edward Teach, better known as the pirate Blackbeard, spent only two years hunting on the high seas, but that was more than enough to amass vast wealth estimated at more than $100 million. While the Spaniards were busy to get their hands on the gold and silver of Mexico and South America, Blackbeard and his men waited patiently to rob the ships carrying treasure to the old continent.

    The pirate was captured in 1718 and beheaded on the orders of the British lieutenant Robert Maynard, who hung the pirate's head on board the ship as a trophy. In front of his executioners, Blackbeard admitted that he had hidden his treasures, but did not say where, answering the question that only the devil and he himself knew the location of the treasure, and one of us who lived longer should take it. This did not stop the treasure hunters.

    In 1996, Blackbeard's ship, the Queen Anne's Revenge, was discovered near Beaufort, North Carolina. Valuable artifacts have been recovered, but no sign of the precious cargo has been found.

    the Amber Room

    Widely regarded as the eighth wonder of the world, the Amber Room is a masterpiece of German and Russian fine art, given as a symbol of friendship by Wilhelm I, King of Prussia, to his ally, Tsar Peter the Great of Russia, in 1716.

    Made from six tons of amber and covered in gold and precious stones, this impressive room cost upwards of $200 million at the time it was made. It disappeared without a trace during World War II and has been one of the world's most coveted treasures ever since. During the war, when the Germans tried to bring the room to Germany, the ship carrying it may have sunk at sea. Others claim that the room was taken to the Konigsberg Castle in Germany, now Kaliningrad. Maybe it is hidden in an abandoned mine in Thuringia? Or buried on the shores of the Baltic Sea lagoon?

    Treasures of Lima

    In 1820, the capital of Peru was on the verge of revolution. As a precautionary measure, the viceroy decided to transfer the treasures of the capital to Mexico for safekeeping. Gems, two life-size golden statues of the Virgin Mary and many other priceless artefacts were loaded onto eleven ships.

    The viceroy put Commander William Thompson to guard the treasure, but he turned out to be a ruthless pirate. Thompson led the ships to Cocos Island in the Indian Ocean, where he supposedly hid the treasure. Finally, after being captured, he promised to dig up the treasure in exchange for his life. On the island, he pretended to lead people to the treasure, and managed to escape into the jungle. Since that day, more than three hundred expeditions have tried to find the Lima treasure, which is valued at more than $300 million. All have failed.

    Treasures of Montezuma

    The fall of the Aztec empire from the Spanish conquistadors reached its peak on July 1, 1520. Mortally wounding King Montezuma, Hernando Cortes ordered his people to collect all the wealth of the empire and hide under cover of night. Seeking revenge, the Aztecs attacked the conquistadors near the capital Tenochtitlan. The massacre that followed filled Lake Texcoco with dead bodies and Montezuma's looted treasures, countless gold and silver jewelry, and an impressive jewelry collection.

    Cortes and some of his men survived and returned a year later, but the treasure was already hidden, protected from the greed of the conquistadors. and most likely buried near Lake Texcoco. Totaling over $3 billion in modern money, Montezuma's treasure may also be hidden somewhere in the swamps near Mexico City, in the place where the colossal city of Tenochtitlan was once located. But so far, generations of treasure hunters have not been able to find it.

    Gold of Leon Trabucco

    In the early 1930s, Mexican millionaire Leon Trabucco flew secretly into the heart of the Mexican desert and hid a great treasure there. There was the Great Depression - the dollar fell to the limit and the price of gold skyrocketed. Leon Trabucco and his business partners bought as much gold as they could and stashed it away in hopes of selling it later and getting rich. They hid more than sixteen tons of gold, but did not live to see their dream come true.

    Leon Trabucco kept waiting for prices to rise until a new law restricting gold trading prevented them. Gold, which could be worth close to a billion dollars today, seems to be under a curse. Leon's partners died within five years, and then Trabucco himself, taking the secret of the treasure's whereabouts to the grave.