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Passage of the game (3). Divinity: Original Sin

The nameless island is both interesting and uninteresting at the same time. Such is the paradox. The island is relatively small - you can get around it in just a few minutes. At first, it’s not even necessary to fight - you can pick up such answers for everyone that no one will rush with a sword and a fireball at your squad. At the right moment (say, when you choose a convenient position, placing rangers on a hill to deal more damage) you yourself will attack them. Vile and treacherous...

The unnamed island is comparatively small. It is located on a volcano that will explode at the very end of the mission. Most likely, you yourself are to blame for the fact that the volcano woke up ...

There are several factions on the island - a bit of masters, paladins, elves, of course, Alexander, who still won't die, well, and a black circle. In general, some want to kill others, but not by themselves, but with your help. For this, you can kill everyone, everyone in general, without dividing into good and bad. Yes, they are all bad. Including your character.

To get to the lunar temple, you have to find out if the seven local gods worship the moon or the sun. Fortunately or not, the answer to this riddle may not be sought. And immediately go to the temple and expose the necessary luminaries ... However, you will need another source of energy. He's in one of the mechanical titan robots.

Quests on the Nameless Island are not difficult. You just need to find out what the gods worship. And then set the correct position on the statues near the Lunar Temple.

The ultimate goal of being on the island is to infiltrate the lunar temple, go through a short training course and fight in the arena. In the first stage, you fight with your former comrades who want to pass you on the turn. By the way, if you first undress these "friends" before entering the arena, then it will become much easier to defeat them.

One of the enemies that chased you through the mirrors back on the Reaper's Coast can be killed.

As always, Dallis and Vredeman will intervene. They will steal what you wanted, but you will have to survive the last battle on a nameless island. Perhaps the most original.

All your former friends who joined your expedition on the island of Joy perish in the lunar temple. They can only be seen as ghosts on the ship.

Watch out for the lava in the final fight in the arena. She is the most dangerous here.

In the second stage, you will have to fight against yourself. But the main difficult one is not your second “I” at all, it is a fiery rain that leaves behind pools of lava. In lava, you die instantly. Keep this in mind: if the enemy teleports the Persian into the lava, then the Persian is a corpse. Interestingly, the same cannot be done with the enemy, he is not sensitive to lava.

Answers to frequently asked questions related to the passage of the Nameless Island location

How to get to the moon sanctuary?

  • Choose the moon for the elf, imp, dwarf and wizard.
  • For everyone else - the sun.

Don't forget to supply electricity to the stove next to the lever.

How to pass the quest "How are the clock"?

We missed this side quest in our separate materials on additional quests, but we will describe it here. You need the imp gem that the Black Circle has taken possession of. Without it, you cannot enter the temple. Use your ghostly vision to communicate with the ghost of Zantecya near the altar and find out what happened. The gem has been stolen.

It is located near the Moon Gate. at the opponents. Kill them for 13,950 XP each. There is an alternative option - talk and convince to give the stone. If you decide to give them meat, then check if the necessary remains of the prince of shadows or Alexander are in the backpack. There is a chance that you will deprive yourself of important quest items!

Chat with the gem, taking it into inventory. If there is a character with the "Scientist" tag, then select the phrase and you can move to the world of imps. If not, then choose any answer. Next, the gem will ask about the number of eyes. If you answer incorrectly, then the stone is deactivated. But if you choose the option with the tags "Mystic" or "Nobleman", then again you will move to the world of imps.

In this world, movement is slow. Go further from the portal, open the closed door, for which you will have to click on four plates, dragging metal boxes. Some strength is needed. Three boxes will be nearby, and the fourth one will be near the portal where you appeared. You can also click on the plates in another way - put your companions on them.

When you open the door, then move on. Remove the crate from one of the plates to open the next door. It can also be easily hacked. Use ghostsight to see and communicate with the imp's spirit. The next part will be traps. Using the valve will release the fog of death and lava - do not try to do this!

Turn another valve to activate the hyperactivity protocol. You will need to teleport to him. You can also use the hologram in the center - throw any teleportation pyramid at it so that it appears on the other side. Use the existing pyramid and find yourself near the valve. After turning it, time will be accelerated.

Next, you will need to get to the core. When the door opens, you will hear a message about the activation of the self-destruct protocol. You will be given one turn to get to the core and interact with it. Either use teleportation, or a character that can move a long distance (for example, Sebilla).

After disabling the core, use the knight's altar and talk to the woman. There is an alternative way to get to the core - move to the pipes and follow them to it. Along the way, you will find a chest with energy - there is a top quality item inside.

Where to find an anvil?

Head to the hideout of the Hall of Heroes and approach Cecil near the locked building. Look near the fountain.

Where to find the artifact?

Three artifacts of the Eternals are located inside the urn near the sarcophagus of the Eternal Ether. It's in the Ancient Temple, where you'll find a huge orb inside a cave in the Black Mines.

How to find the White Face on the third island?

Whiteface is hidden inside a cave guarded by a troll. Inside it, behind the altar, there is an illusory wall, which opens the way to the White Face. One of the ways to recognize her is the hood received from Alexander at the beginning of the task to destroy the White Face. A high level of perception or destruction of the wall through CTRL with any melee weapon can help.

Is it necessary to kill Alexander at the request of the black mirror on the Nameless Island?

After killing Alexander, you will be able to give White Face his head. This will prevent you from fighting members of the Black Circle inside the cave. You can also change your character tags - one for each character. A very useful feature!

How to activate the columns to enter the Academy?

To get the right combination, you must talk to Alexander after you kill the White Face. Or you can recognize it yourself if you pass all the tests of the seven altars located on the island.

Here is the correct order:

  • A column of people - Ralik, the Sun.
  • Elves - Tyr, the Moon.
  • Orcs - Sun, Zantezza.
  • Gnomes - Moon, Dune.
  • Magicians - Moon, Amadia.
  • Lizards - Sun, Zorl-Stissa.

Columns in an ancient temple

Next, install the capacitor on the stand next to the door, which you can find on the construct near the imp altar, and strike with lightning. A passage will open, but if you don’t want to suffer with the columns, then move south and use teleportation to get to the camp. Move up, dig out the cache and get into the Academy.

Detailed walkthrough of side quests in Divinity: Original Sin 2 on the Nameless Island and inside the Academy

Other guides:

  • Divinity: Original Sin 2: walkthrough of side quests of the first act (part 1)
  • Divinity: Original Sin 2: walkthrough of side quests of the first act (part 2)
  • Divinity: Original Sin 2 Reaper's Coast Side Quest Walkthrough
  • Divinity: Original Sin 2: Reaper's Coast side quest walkthrough (graveyard/graveyard)
  • Divinity: Original Sin 2: Reaper's Coast Side Quest Walkthrough (Part 2/Sawmill)
  • Divinity: Original Sin 2: Blood Moon Island Side Quest Walkthrough
  • Divinity: Original Sin 2 Companion Personal Quest Walkthrough - The Red Prince and Sebilla
  • Divinity: Original Sin 2: side quests in the city of Arx

Familiar face

If you rescued Delorus in the Fort Joy prison, then here he will join your team and tell you more about the Black Ring and Bishop Alexander. Escort Delorus to the elven temple where his comrades are hiding.

Looking for revenge

At the top of the elven temple is Gareth, who confronts Bishop Alexander. if you convince him to calm down, he will return to the "Lady Vengeance" and will be waiting for you in the galley. The easiest will be persuasion by intellect, since the requirements for choosing strength or memory are much higher. Also, if you stopped Gareth in the Bury the Past quest where he wanted you to kill the Silent Monks, that would also play a role here.

If you killed Alexander, you can give his head to the leader of the Black Ring, who will tell you how to get to the Academy. Or you can go there directly through the south entrance.

If you let Alexander live, then a little later he will fight against you in the arena.

If you decide to fight on the side of the Black Ring, then you will have to kill Alexander one way or another. Therefore, it is best to do it here and now, along with Gareth, for which you will receive the highest possible reward. You can then search his body and give the head to Alexander, the leader of the Black Ring, to learn how to get to the Academy through the story quest.

If you plan to fight for the Magisters against the Black Ring, then you can let Alexander survive and fulfill his request to kill the leader of the Black Ring. However, remember that in any case, you will have to fight and kill Alexander, but a little later.

Reward:

70,225 XP for convincing Gareth not to attack Alexander. 200,625 XP (+100 XP if Delorus is alive) and choosing divine loot for killing Alexander and his buddies along with Gareth. 40,125 XP for defending Alexander against Gareth, causing the latter to have to be killed.

Invaders

There are a huge number of members of the Black Ring on the island. You can convince them that lone wolves are with you so that the enemies remain actually neutral. You can also trade with them. If you can't convince them, you'll have to bypass the Black Ring camps or fight them.

Help the leader of the Black Ring in the quests "An Unexpected Patron" and "Reduction of the Herd".

Unexpected patron

In the temple of Ralik, you will meet several masters fighting the Black Ring at once. If you help the magisters, the survivors will inform you that Bishop Alexander has hidden on top of the elven temple. Meet Alexander at the top of the elven temple. If you agree to help him deal with the leader of the Black Ring, then he will give you a hood that dispels the illusions of this enemy.

To the east of Ralik's temple is a troll cave:

Cave guarded by trolls

Go inside the cave, use the stone of true vision that Alexander gave you right after the altar to remove the illusory wall. So you unlock the passage to the leader of the Black Ring.

Black Ring Camp

Kill the Heavenly Man (approximate translation) and report this to Alexander. He will tell you how to get to the Academy.

Note. In the war room, in the chest of the leader of the Black Ring, there is a part of the weapon needed for the Red Prince's personal quest.

herd reduction

This quest will become available if you side with the leader of the Black Ring and want to get into the Academy with the help of this brotherhood. you need to kill your companions, cleanse their bodies or make them swear allegiance to the god king. In this case, the leader of the Black Ring will tell you how to get to the Academy and give you the necessary capacitor.

Mother Tree

In the temple of the elves, you can chat with the priestess, who will ask you to find an elven descendant. go to the top of the Tree.

Note. Alternatively, the quest can be given to you by the Prince of Shadows, who you can meet in the area with lava to the south of the island.

After you kill the Prince of Shadows, the Mother Tree will want to talk to Sebilla. Approach the heart of the Mother Tree (use the flower to teleport), talk and find out that it wants Sebilla to become the next Mother Tree. If you do not agree with this, then the elves will become hostile and attack you, but Sebilla will live.

Heart of the Mother Tree

When you leave the room with the heart of the Mother Tree, Saheila will approach you (if she is still alive, she will approach you as an elf, otherwise in the form of a Tree). She will ask you to kill the Mother Tree, after which all the elves will live freely. Return to the heart to kill the Mother Tree (use Sebille to interact with the heart). The quest will be completed, but the elves that are left in the temple will become hostile.

Guardian's Mercy

Meet the Guardian south of the Moongate Travel Altar. She will ask you to free the spirit of Knight Dong from his body.

Doon Knight is inside the Dwarf Temple. To get to it, you need to get past many traps and a defender. It is best to let one of the satellites get to him, and then regroup with the rest using the teleportation pyramids.

As soon as the knight is killed, then the defender will be automatically destroyed. You can use ghostly vision to find out what happened here. Before reporting the completion of the task to the guard, chat with the altar in the temple to learn about Dun.

Soaring in the clouds

The Temple of Amadia floats in the clouds. To get there, you need to use the teleportation skill in the southwestern part of the island, near the temple of Amadia, and then climb up the vines.

How to get to the Temple of Amadia

How to get to the Temple of Amadia

Right next to the point where you will find yourself in the temple of Amadia, there is a statue. Pray near her for a random buff.

Note. In the sky temple area, after using the first teleport to the north, you can find a small floating island, on which there is a small stone. You will need this stone to open the door with the face.

Use teleportation skills to explore the temple and overcome magical barriers. The Knight of Amadia will require you to activate three runes, allowing him to free himself. By activating one rune, you remove the barrier blocking the path to another, but you may still need to teleport to get to it. Once you free the Amadia Knight, talk to her to get Amadia's Glove.

Scientific pursuit (striving)

In the library of the Academy, use ghostly vision and talk to the spirit of Taryan. The spirit of Taryan's mistress can be found in the forbidden library. you can teleport your companion there from the source puddle behind the barrier. After you tell Rayalad about your soulmate, then return to Taryan and collect the reward.

test site

The teacher's office at the Academy has a door that can be opened with a lockpick. Behind it is a portal leading to a hidden arena. Go through the portal, activate the ghostly vision and talk to the spirit of the bird, and then agree to complete the task. The arena contains a giant guardian and several smaller constructs. When you destroy the guard, the rest of the enemies will be defeated.

Hidden Arena Portal

There are mirrors that can be moved, as well as a beam behind the guard that you can activate with a placed capacitor. By directing the beam at the boss, you will stun him. As long as the beam is focused on him, his magic armor is "0". You can use an invisibility potion to do all of this and go unnoticed.

Search the corpse of the guard and take the second part of the dagger, necessary for the personal quest of the Red Prince or to free Vindego. Turn in the quest to the spirit of the bird, use the teleportation skills to get to the upper room and find a good rune.

5.1. Island

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


Quest: Key to Freedom

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


Quest: A familiar face

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


1. Ralik Temple (people)

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

We activate the altar of Ralik. If we make it a human character, then the activation will be free. If we do this with a character of another race, the Blind curse will be temporarily imposed on us.


2. Temple of Vrogir (orcs)

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

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


Gloomy Cave

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


3. Temple of Zantezza (imps)

Quest: Like clockwork

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

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

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


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

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


4. Temple of Tir-Cendelius (elves)

At the entrance we are met by elves. We say that we are awakened, or we work for masters. On the left, there are two monsters that you can trade with. Near the altar, the last tiger will attack us. We activate the altar with an elf, or we will receive damage.


Quest: An unusual visitor

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


Quest: Mother Tree

If there is an elf Sebilla in the squad, she will be called to the main tree in the elf temple. From the offspring of the tree we get the task to kill the Prince of Shadows and bring his heart to the Mother Tree. And at the exit, the blind Saheila offers another option - to destroy the heart of the Mother Tree in order to free the elves. Let's complete the quest later.


5. Temple of Amadia (wizards)

By jumping we get to the southwestern temple, located on a separate island. We climb the vines higher and higher, to the Temple in the clouds.


Quest: In the clouds

At the entrance is a statue of Amadia, we can get random auras from her. Jump over cliffs, dodge elemental flying golems. We press the buttons at dead ends to remove force fields from the path. We enter the portal in the center. On the second half of the temple we do the same. In the northern dead end on a separate island we can find engraved stone. We meet a couple of followers of Amadia. If our squad has Fein - the avatar of Amadia, the followers will give us the gloves of the goddess. In the center we activate the altar.


ancient cave

On the southern dilapidated area we find the entrance to the cave. Inside there is only the spirit of the murdered awakened one, he did not cope with some task, but he does not tell us.


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


6. Temple of Zorl-Stissa (lizards)

Just activate the altar. If we do it with a lizard, everything will be painless, if with another race, we will get a temporary curse.


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

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


Quest: Mother Tree (continued)

After killing the Prince of Shadows, we take his heart to the elves' camp. (First, you need to get the Mother Tree quest, and only then kill the Prince, otherwise the quest item will not appear).

1 option. On the advice of Saheila, we attack the priestess, destroy the tree, and eat the heart ourselves.

Option 2. We give the heart to the offspring of the tree, we get the special talent "Deep Roots" (+3 to memory).


7. Temple of Dune (gnomes)

Around the temple, the whole earth cracked, lava flows from the faults. We can jump over these obstacles with various movement spells. Inside the temple, stone statues, if approached, they will attack, but the turn-based mode will not turn on. At the end of the temple, we kill the damned knight of Dune, examine his spirit, he will ask you to absorb it. Activate the altar.


Quest: Watcher's Mercy

The undead observer north of the temple asks us to kill the awakened gnome, who was corrupted by the void. We bring him evidence of the death of the gnome, we get the Observer's Amulet with the "Guardian Angel" skill.


Quest: White Face

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

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

Black circle camp. Inside the cave is an empty altar, nothing can be done with it. Behind the altar is a huge illusion stone, we can remove it using the hood from Alexander. White-faced (lvl. 17) is protected by 3 warriors of the Black Circle. In combat, he can resurrect at least once. After the victory, we take his head, we can take it to Alexander in order to get a hint from him on passing the altars.


Quest: The Power of Mercy

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


Temple of the Moon

After visiting all 7 altars, we go east to the Temple of the Moon. There are 7 pillars corresponding to the gods. You need to correctly set the value on them, either "Sun" or "Moon". While visiting the altars, we learned which God corresponds to which luminary.

After that, it remains only to activate the lever. To do this, first we put a special device on the floor plate with the image of lightning - the Phase Capacitor (many of them can be found in the northern cave and a few more in other parts of the island). We press the lever, and the gates to the academy will open.


Secret path to the Academy

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


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

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

back to school(back to school)
Login to the Academy.
We visit 7 altars, activate the temple of the moon.
Who else!(Chosen)
Convince the party to let you ascend.
Before entering the academy, companions will want to separate or stay with us. If the relationship level is high, they will stay. If no one leaves the squad, we will get an achievement.

5.2. Council of Seven Academy
Divinity Original Sin 2 Walkthrough

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

Promise(The Promise)
Take an oath to the Covenant.
In the hall of the academy we will meet the Delegate of the fiends of the void. If the main character of the squad is the undead Fein, then it will be possible to take the side of the enemies.
Up to the seventh generation!(Curse Thin Enemies)
Use curse.
If we went over to the side of the enemies with Fein, the Blessing spell will be replaced with Curse. Use it on any creature.

teacher's hall. We enter the right room, here are the killed teachers. Each of them can pump our characteristics, while weakening another characteristic. At the far wall we put on the panel Phase Capacitor, a laser beam will appear. We turn the mirrors in the rooms to bring the beam to the pillar.

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

We reach the pillar where the beam comes. We put more two phase capacitors, press the lever, and get into the hall of heroes.

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


Arena of the Chosen

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

But in the final we will not have divinity, but the attack of Dallis Sledgehammer. If Alexander is with us, she will kill him. Dallis will use the Etheran weapon to destroy the Key of Ascension in front of us, and immediately retire.

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

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


Ship "Lady Vengeance"

We can spend a stormy night on the ship with one of our companions. In the morning we communicate with Illness. Her task throughout this story is to maintain a balance between the various forces. Soon the Ailment will take us to the city of Arks, where the witch has hidden.

6. Hunting for Dallis

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


pilgrim camp

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


Harbor

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

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


Quest: Hammer Fall

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


Quest: Battle at the Gate

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

6.2. Arks
Divinity Original Sin 2 Walkthrough


Quest: Linder Kemm's Vault

In the central square we examine the artist, next to him stands the spirit of his father Hubert Oak. From the spirit we learn that the local lord has a very valuable painting "The Second Passion of Lucian" in his collection.

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

On the second floor there is a lord's dog, a couple of guards and a couple of locked doors. In the central room on the closet lies Kemm's Chest Key, you can only get it with telekinesis. There is no hatch in the basement in the house itself, we will find it elsewhere.


Quest: Execution

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

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

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


Quest: The Power of Mercy

In the barracks we go down to the underground prison. Near the western lattice we convince two guards, we go down to the floor below. In a special magical chamber we see the locked witch Vindego. We can convince the paladins that we will conduct further interrogation ourselves. After that, the witch can be killed or released into the wild. For her freedom, the witch will teach the skill "Charm the fiend of the Void" and tell that the new leader of the dark God-King has become the high paladin Linder Kemm. Commanding paladins, he secretly promotes the interests of demons. The dwarf Isbeil also obeys the demon.


Quest: The last stronghold of the masters

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

1. Purity of thoughts.

3. Discipline of the body.

2. Order in society.

4. Loyalty to the Divine.

In the basement near the south wall near the closet we find a button, it opens the door to the treasury of the masters. There is also a hatch even lower, but it is locked. There are 4 large paintings in the basement, we move them away, but we don’t take or remove them. There are 4 buttons behind the paintings, they must be pressed in the correct sequence, according to the name of the paintings:

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

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

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


In the barracks in the central room we speak with the spirit, he will tell you that he took one of the masters out into the street. We'll find it on the east side, down by the sewer. After searching the body of this master, we will find The key to the chest in the barracks prison.


Quest: Consulate

In the northwestern part of the city there is a burning quarter - the consulate of lizards. Inside, 3 cursed living dead lizards constantly appear from the fire, no matter how much we kill them. It's useless to fight. We can sneak past them to the north, into the garden with the fountain. Turn on ghostly vision, enter the Portal of Dreams.

We break all the mirrors in the arena, thereby opening the passage. We communicate with the Red Prince with Brahmos.

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

Sebilla. Northeast, near the ships.


House of the wisest

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

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

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

3. What was the name of the first king of the gnomes? - tenax;

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

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


School in Arks

Quest: Lessons are over

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


old lady's house


black house

Quest: Just what the doctor ordered

Inside lives Dr. Deva, who was mentioned on Blood Moon Island. If we killed the White Face, then the doctor will let us into his house. It's dangerous to enter, save before that.

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

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

Demon Embrace(Demon's Embrace)
Lowes, 1 ending.
Accept the demon.
no doctors(An Apple a Day)
Lowes, 2 ending.
Cast out the demon.
Signed in blood(Deal with the Devil)
Make a deal with Adramahlihk.
We come to the Black House in the east, we communicate with the doctor.
Doctor, heal yourself!(Doctor: Heal Thyself)
Defeat Adramahlihk.
In the Black House we refuse the services of a doctor, we kill Adramalich.

6.3. Dungeon
Divinity Original Sin 2 Walkthrough


Quest: Wedding Invitation

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


Quest: Secrets of the Dwarves

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

There are a lot of dead people in the dwarves' yard, and in the center there is a wedding cake. If you touch the cake, it will fall apart into several clockwork toys, we destroy them from afar. Under the cake we find a note from Dr. Dev. On the northern balcony of the gnomish courtyard, we search the body, we find sewer key and a note about the wine with the name of the pig.

We enter the house, we communicate with the surviving bride Isla Gall. We go up to the 2nd floor, where her father Michel Ros is going to leave the city. In the back bedroom we find the sleeping pig Lulabelle. In the kitchen of the house we secretly go down to the basement, on the rack with wines we take a bottle " Honey wine Lulabelle". From this a secret staircase will appear, we climb the wall, we get into the sewer.

Sewerage. All cellars are filled with boxes with a fog of death. We enter a room with a web, we are attacked by 4 spiders (lvl.18).

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

After going through all the sewers, we find ourselves in the underground residence of the dwarf queen Justinia, the adviser Isbale sits next to her. If earlier we interrogated the witch, now we can bring Isbale to clean water - she works for the Black Circle. Justinia, having learned about this, will not participate in the battle. Isbale will put us in an acid pit and torture us. After a couple of moves, we come to our senses and start the fight.

In combat, it is important for each character to have the skill of fast movement in order to get out of the pit. Once at the top, we can teleport some of the gnomes into the pit, where they will not interfere for several moves. We do not use mass spells, so as not to accidentally break the boxes with the fog of death, they are not dangerous for the undead, and they will immediately kill us.

After the victory, on the left side of the hall we find a secret door. We meet Queen Justinia, we can kill her for trying to poison the whole city, or let her go, putting all the blame on Isbale. If there is a Dwarf Beast in our squad, this choice will be fatal for him.

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


Quest: Mistakes of the past

Sewerage under the prison. In the main sewer we find a ladder, we climb into the prison sewer. In a boarded up room in a special cage we find a locked boy named Karon. This is awakened, brought up by the order, but turned against them. In front of him is a pentagram from bowls of fire, it is not possible to light them. The pentagram will only light up from the meteor shower spell, after which the boy will be free.

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

6.4. Path of blood
Divinity Original Sin 2 Walkthrough

Temple of Lucian

Quest: Finding Lord Arhu

In the right room of the temple with sister Avenni, we can agree that she would give us the key to Arhu's chambers.

We go to Arch, inside a mess. On the balcony under the place for the cat we can find a very strong dagger. Just below the balcony we find ball for dogs. On the way back, paladins will meet us and accuse us of attacking Arhu, but with a good persuasion skill, we can avoid prison.


Quest: Urgent matter

On the left side of the temple we communicate with the dog Charlie, we learn that Lord Linder Kemm threw the ball in Arhu's room, and he is guilty of his loss. But he does not admit to anything, you need to look for additional evidence.


Quest: Finding Lord Arhu (continued)

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

In the gardens of the Kemms, to the left of the water pump, we find a lever, we go down into the hatch. At the southern wall, turn on the world of spirits, put the picture in the place that appears. Inside the room we pick up the painting "Responsibility", click on the book "Tome of the God-King". We go down, set the picture in front of the statue. Next to Arhu, we turn on the world of spirits, we absorb souls.


Quest: Master of Dreams and Nightmares

Toymaster Zanders is hiding something at home.

On the east coast, under a wooden pier, we will find an escaped living toy, it will tell about dead people in the basement of the toy master, about a lot of levers and a safe path.

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

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

We take the amulet from the seller of toys, fill the amulet with the Source, return it. We convince Zanders, take the filled amulet and the "Scroll of Atonement". On the 2nd floor of Zanders, on the table against the south wall, we write the word "Giydra".

We go to the Temple of Lucian. On against the left tomb on the column we find the button, insert the amulet, read the scroll.


Path of blood

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

Opposite the left grave on the column you can find a hidden button. After clicking, nothing happens. There is a recess above it, but it is not known for what. There is a hatch in the left pool with blood at the bottom, but it does not open with anything.

The statue of Lucian will ask 4 questions about sins:

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

2 - Did you kill? - You do not kill those who are not guilty of anything.

3 - Did you serve the void? - You would never do something like that!

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

Correct answers are not important, what matters is what we actually did in the game. If we have sinned, we will die.

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



Tomb of Lucian

Before us is a puzzle with pipes. You need to bring three different liquids to three bowls on the other side. We try to do this, we see that one liquid is not enough. Above the central hatch, we use the "Blood Rain" spell or hit each other, after that we use the "Blessing" Source magic on it.

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

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

death room. In the two-story hall, there are many levers and Source Fighting Puppets (lvl. 20). Enemies are easily killed, but it is useless, new ones immediately appear in their place. During the fight, we need to press the correct combination of levers. Each lever has a name, they all start with different letters. At the prompt of the escaped doll, we could learn that the word "RIGHT" should be entered with levers. The combination itself looks like this:

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

7. Divinity


Quest: End Times

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

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

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

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

The cloaked figure - King Brakk is out of control. The god-king sends a kraken and already killed leaders to help him: the White-faced elf, Isbale the dwarf, Lord Kemm's man. Lucian and Dallis, who has turned into a dragon, are fighting on our side. Also, ordinary strong warriors constantly appear both from our side and from the enemy side. Our task in this battle is to survive while the gods deal with each other. After a few moves, Brakk will be destroyed, and with him his pet kraken.

endings
Divinity Original Syn 2

1 - Submit to the God King

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

eternal salvation(Eternal Salvation)
Fein, 1 ending.
Return the Eternals to Rivellon.
The adventure begins...(The Adventure Begins...)
Fein, 2nd ending.
Accept a strange new world
Return of the King(Return of the King)
Submit to the God King.
Ending 1 is bad. Relinquish divinity, or take divinity by Fain the Renegade.

2 - Share Divinity with the Doctor

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

After that, we pass through the ship, communicate with the surviving characters: Ailment, Tarkin, Khan, Fane, Lady Revenge. The characters do not take us seriously and consider us a puppet of a demon.


3 - Ascend

We are becoming a new God. This option suits Ailment. Tarkin and Fane are unhappy, but they are not going to fix anything.

Ascension(risen)
Ascend.
Ending 3.

4 - Share the Source with all Rivellon

Every being on Earth becomes a Source wizard. In this ending, all companions achieve their goals with the help of magic. All the characters on the ship are unhappy.


5 - Clear Rivellon from the Source

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

Epilogue
Divinity Original Syn 2

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

The fate of the races: Lizards, Dwarves, Elves, Humans, Black Circle.

The fate of locations: Fort Joy, Driftwood, Blood Moon Island, Black Mines, Nameless, Arks.

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

The fate of secondary characters: Khan, Sukkukb and warrior, Ailment, Tarkin, Black Elf, Demon Hunter, Blind Elf.

The fate of the protagonist

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

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

Fort Joy

Extortion

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

We decide to support Elodie

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

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

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

We decide to kill Elodie

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

Prize: 240 experience points per battle. Nothing else can be obtained, so the first option is still preferable.

We decide to stay away

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

Prize: No.

We ignore the task

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

Prize: No.

mother's nightmare

Near the gates of Fort Joy we meet Faro, trying to find the child. We ask her if she needs our help. She will thank us and give the doll to her daughter so that it would be easier for us to find her.

Not far from her, we speak with Jet, who will inform us that the woman really needs help, but not with the search for her daughter. The fact is that she lost her mind after the loss of a child. Erma, according to him, has long gone to another world and has never been to the fortress.

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

Prize: 480 experience points.

Geist killer

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


Killing Migo

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

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

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

Prize: 300 experience points and a helmet.

family reunion

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

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

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

Prize: 600 experience points and master's key.

Captive elf


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

We head to the camp kitchen and find out that Griff sent the elf to jail. When you try to chat with an elf, Griff will join the conversation. If we decide to bring him goods that Amiro may have stolen, then the commander will give us the opportunity to talk with the "long-eared". The elf will tell us that he did not steal anything, but was simply going to run away from Fort Joy. He will promise to show the way to freedom if we help him get out of the cage. Amiro will also say that the real criminal who stole the materials is coughing all the time.

Return of materials

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

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

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

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

Prize: 240 experience points.

We will now have the following options to choose from:

  • We return supplies, betray the lizard and help with her murder.
  • We return the supplies, talk about the lizard, but do not help in killing him.
  • We return supplies and protect the lizard.
  • We leave all the items to ourselves.

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

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

If we deal with Stingtail, then we will not be able to go through two tasks at once. This NPC is needed to continue the personal tasks of the companions - the Red Prince and Sebille. The latter, by the way, can be found next to the lizard camp. You should definitely talk to them about them to complete these quests.

Prize: 840 experience points and 50 gold units.

Saving the lizard

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

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

Prize: 840 experience points

We leave everything to ourselves

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

Prize: 840 experience points

teleport

Note: In no case do not skip this quest, because as a reward for completing it you will be given the "Teleportation" ability.

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


When exploring the ghetto of the Joy Ford, a mysterious stranger will approach us and ask us if we came here alone. We say yes, even if our satellites are nearby. If you choose another option, the quest will fail. However, you can cheat a little and take another character, and then talk to him again and answer positively to his question.

Considering that we agree to “leave” our team, Gavin will reveal to us his brilliant plan, for the implementation of which he will need our help. For low-level characters, this task will seem extremely difficult, so it is worth completing it when you reach at least level 4.

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

We pay special attention to the crocodile, which has a magical barrier. It is to us that he wears teleportation gloves, allowing him to instantly move to our fighters. We dodge his fiery attacks and try not to accumulate negative statuses.

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

Teleport Gavin to the beach

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

Prize: 960 experience points and teleportation gloves

Teleport Gavin to the rocks

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

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

Prize: 960 experience points and teleportation gloves.

What happened to Gavin?

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

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

Pitcher of Withermoor's Souls

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


During the first game we are looking for a boy on a wooden pedestal. He will praise us for our attentiveness, and then ask us to play again. We agree again and look for him in a niche next to the entrance. After that, Modi will want to introduce us to his friend. Be sure to stock up on a shovel (or lizard), otherwise the quest will not work.

The child will run into a small cave and offer us to dig in the ground to find a hatch. We find a mound and use the claws of a lizard or a shovel on it. As a result, we are looking for a hatch.

Conversation with Lord Withermoor

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

We can get the spear or destroy it. When choosing the first option, it will appear in our inventory. In any case, the lord will no longer be a statue, but he still won't be able to walk. There is something else that does not allow him to move. He will ask us to find his soul and release it from captivity.

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

We enter the fort

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

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

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

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

Finding jugs of souls


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

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

Then we enter a large room, in the center of which there are 5 jugs. One of them contains the soul of Withermoore. We go to the sarcophagus, standing nearby. In no case do not touch the jugs.

Above the room we find a statue of Brakka, available for interaction. If the hero has a low Perception parameter (or no Loremaster skill), then he will simply express his opinion about the statue. Otherwise, a list of dialogue options will appear and when choosing any of them, we will be able to get Brakk's leggings.

The screenshot below shows a jug that you need to touch to complete this quest. Under all the jugs there is a sign with the name of Withermoore. We need the one that says: Withermoore the Supplicant.

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

Destroying the jug

Energy will be released from the jar, as a result of which Withermoore will finally be able to find the long-awaited peace.

Prize: 1400 experience points

Sucking out the energy

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

Prize: one Source Point.

Looking for Emmy

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


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

Emmy can be found in the prison of Fort Joy - she will sit in the kennel. We can reach it in two ways.

Use the secret entrance to Fort Joy

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

We go to the fort through the caves

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

Do not place members of your party near the entrance to the chamber, as there are barrels of oil not far from it, which your enemies can blow up. During the battle, we try not to let Delorus die, because in this case he will tell us the password, thanks to which we can avoid the battle with two dangerous masters. Having defeated all the enemies, we pick up the key to the prison, lying on the nearest chair.

Emmy manages to save

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

Prize: 2200 experience points.

Emmy can't be saved

If you do not name Druzhka, then the dogs will instantly attack us. In this case, special attention must be paid to animals with crossbows that cause great damage. We use the door in the form of an obstacle for opponents.

After completing the battle, we go into the bedroom and find a couple of valuable things, including the kennel's crossbow.

Prize: 120 experience points per battle.

We return to Druzhok and inform him about the death of Emmy. Of course, we will not receive any reward for this, and very few experience points will be issued.

Cornered

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


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

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

Saving Gareth

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

Prize: 1800 experience points.

Killing Gareth

We stand on the side of the masters and easily kill the boy. However, in the event of his death, we will not be able to complete the "Call to Arms" task.

Prize: 2240 experience points.

Letting Gareth Die

We just take no action and let Gareth die at the hands of the masters. In this case, the mission "Call to Arms" will be blocked and we will not get any experience.

Prize: No.

Not childish game

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

As a result, Khan will be able to get to the coast, located near the Sanctuary of Amadia, in which other seekers live. They can tell us an interesting plan to escape from the fort, involving the theft of the magisters' ship.

Treasury of King Brakk

This task can be started in two ways. The first one involves reading a magazine that we can find next to Magilla's corpse. The second way is connected with finding a hidden passage leading straight to the shelter.


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

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

After a conversation with the statue, we pass through the opened door. Here we will again have to fight Trompdoy. The battle with him will end only after defeating the real version of the enemy. However, it does not stand out against the background of copies. However, the true Trompdoy will attack you among the first wave, and therefore it is worth focusing your attention on it.

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

Destroying the jug

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

Prize: 4200 experience points.

Absorbing energy

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

Prize: one Source Point.

Healing Touch

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

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

Armory

  1. The location of the passage leading to the ruined ruins.
  2. The location of the passage leading to the lunatic enclave.

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

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

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

Prize: 1800 experience points and the Shrine of Braccus Rex.

flaming pigs

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

When exploring the island, we can stumble upon an area where several traps are placed and burnt pigs lie. We use the spell "Blessing" on all the pigs located at the location. After healing the first pig, you will have to fight a little.

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

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

Prize: 3600 experience points.

Sourceless Dragon

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

On the territory of the labyrinth we find a beach that is covered with ice. A caged dragon lives here. We destroy the totems located around the magical creature, and start a conversation with him. The dragon's name is Slane and he was locked up here by the terrible witch Radek. Only her cleansing wand can help him in breaking the spell. We agree to find the artifact and free Slane.

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

Having defeated the sorceress, we search her body and find the wand. We return to Slane and choose one of the two finals.

Give the dragon a wand

In this case, the magical beast will destroy the spell that restrains it. He promises to help us in our time of dire peril.

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

Refusing to give the dragon a rod

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

Prize: a large number of experience points

A fate worse than death

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

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

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

We destroy the vessels

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

Prize: a large number of experience points.

Absorbing energy

We suck out the energy of the vessels by one of the characters. This option will only be available after completing the quest "The Collar".

Prize: one Source Point for each jar.

Gargoyle maze

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

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

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

The road to the tower leads through the door, located under the gargoyle. The quest will be considered completed when your heroes enter the ladder leading to the tower.

Important: If you have already completed the quest related to the treasury of Brakk, and you have his ring, then you can show him to the gargoyles. In this case, the statue will recognize you as its owner and immediately teleport to the tower.

Eternal admirer

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

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

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

Fort Joy Arena

Here we will need to deal with all the enemies in the arena, and at least one member of the team must remain on their feet. We talk with a character standing near the arena to start the task.

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

All members of our group will be automatically cured if at least one of them survived. We do not waste resurrection scrolls, knowing that we can win even with an incomplete squad. This guide details the passage of the Arena of the One.

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

Reaper's Coast - Mastering the Power of the Source

They won't get through

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


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

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

Plundered caravan

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

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

hide and seek

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

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

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

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

Prize: 3000 experience points if we know the fate of the boy.

When to count chickens

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

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

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

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

Use ghost vision to spawn the spirit of Big Marge. She will ask us to find the father of the chicken. We head to the point indicated on the map (X: 437, Y: 304) and find there the Magic Rooster, Piskun's father.

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

Prize: 5000 experience points and not bad things.

Scientist Grebb

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

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

One party member can only eat one fish, meaning you need 3 characters to eat all the fish. When you talk to the scientist with the last hero who did not eat anything, the task will automatically end and you will receive a small amount of experience points.

Note: Even hired companions can participate in this quest if you don't have a full party.

Losses in the ledger

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

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

We dig up the remains in a shallow grave and give them to the elf - he will find out that the merchant was killed not by the fiends of the void, but by his business colleague (you can also transform Fein into an elf using a mask of reincarnation and then he will be able to see exactly how the merchant died). Activate ghostly vision and talk to the merchant's ghost. We agree to avenge him in order to start the Aggressive Capture quest.

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

Business competitors

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


With the help of fire, you can remove the effect of blood regeneration from Gorg, and with the help of poisoning - from Marg.

Aggressive grip

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

However, you can give the head to an elf and let him eat it to get the unique talent "Trader's Secrets", which increases the "Exchange" parameter by one point. However, in this case, Liam won't tell us where the treasure is.

We can try to kill Garven right in the tavern. So that he does not become our enemy, we do not warn anyone about the attack. We pick up a poisonous weapon, cast rain next to it, and then infect a puddle with a poisonous weapon. Then we leave the tavern, stand on the street for a couple of minutes and quietly return to the building. We wait until Garvan dies - as a result, no one will know that we did it.

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

By the way, Liam's treasures can be found by yourself, so it's better to feed the elf's head.

Web of carnal desires

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

Attacking the giant spider

We fight with the monster and defeat him. As a result, all members of our group will receive 4,000 experience points. We examine the body of the spider and find a couple of good daggers, a key and an idol of rebirth (automatically revives the hero upon death, if it is in the inventory).

Let the spider kiss the hero

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

  • Towering Oak (increases Strength by 2 but decreases Constitution by 2).
  • Curved Feather (Increases Intelligence by 2 but decreases Constitution by 2).
  • Golden chest (adds 2000 gold to inventory, but reduces constitution by 2).
  • Dragon (increases intelligence by 2, but reduces constitution by 2).
  • Cocoon (Adds one Respawn Idol to Inventory, but reduces Constitution by 2).

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

Grief will not flood

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

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

strange cargo

Having found Higba in a barrel of fish located in the fishing room (Missing Masters task), we can return him back or help him escape.

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

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

Love has a price

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

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

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

Driftwood Arena

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

In the second battle, you will need to fight with Murga, who fights like a villain. When she makes her second move, the fiends of the Void will appear on the arena. We defeat the monsters and kill Murga. As a result, we will get the title of the championship.

In both battles, it is worth casting shields and various buffs on the characters in advance. We are not fond of transformations, since the bandage will still prevent most of these skills from being used. In the first battle, it is worth summoning creatures that may not be limited by bandages.

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

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

Blazing Prophet

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


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

ugly duck

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

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

bestial treatment

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

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

In the dungeon, many explosive rats will attack us. We hit the holes in the walls to stop the kamikaze rats. We can also find a lever that opens the door. It can also be unlocked with the thievery skill or simply teleported inside.

Here we look for the elixir of witches (we do not drink it, otherwise we will also become a cow) and her book, lying on a huge frog (we kill it). Thanks to the tags "Mystic" and "Scientist" we will be able to easily decipher the book. If you do not have them, then use the following recipe: boletus mushroom + growth stimulator + witch's eye.

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

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

Test of all seasons

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


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

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

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

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

Prize: 83k experience points for killing heroes, 52k experience points for completing a quest, a heart of a phoenix (give it to an elf so that he eats it and gets the Flaming Tongues skill) and a chest.

Stranger in a foreign land

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

family business

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

To enter the tomb, we need to break the lock that hangs on the Door of the Shadow Tomb. This can be done with the help of a hero whose Theft is pumped to level 4 and above. We will also need lockpicks (if they are not available, then you can use the finger of the Undead character). There are no pumped thieves in the group? It doesn't matter, because in this case we can find the key to the crypt at Kvanna - we head to the center of the graveyard and look for the tomb, next to which the dog runs. We kill the dog, open the hatch and find the key and note we need.

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

Lever puzzle solution

In the new room we will see a sarcophagus and a locked gate. We choose our most living hero and use it to go to the next room, and then stand on the pressure plate. Unfortunately, simple items on this plate won't work.

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

As a result, the sarcophagus will move and open a hatch on the floor. We get down into it and make our way to a new room. First, we examine chests and mountains of gold coins in it, and then we raise the lid on the sarcophagus standing in the middle of the room.

In this sarcophagus there will be a Mysterious artifact, which we had to find for the quest giver. However, as soon as we try to get out of the tomb with this item, clay warriors will immediately attack us. The battle can be avoided by destroying all the statues before opening the sarcophagus. Besides, we can always just run away.

Let's go to the Island of the Blood Moon

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

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

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

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

If you can't find Tarkin in the graveyard, then you should move to the marker "Lady Vengeance" by using the boat on the shore. Then use the boat again, but already on the ship. Tarkin will most likely spawn right next to the boat.

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

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

snake language

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

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

Note: By the way, if you try to teleport the chest out of the fire and break it, you can get treasures, but the quest will remain unsolved.

existential crisis

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

He prepared 3 tricky questions for us. If we answer incorrectly at least one of them, then our hero will immediately die. The easiest way to defeat a failed philosopher is to read the 3 volumes of The Essence of Being (we are talking about characters that are not undead).

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

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

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

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

Shelter of heroes

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

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

Servants involuntarily

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

generous offer

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

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

Going further, we find a magician in a white cassock interrogating a bricklayer (he is a student of Hannag and will be needed to complete the quest "On the last gasp"). We deal with the master, and then we fight with fiends.

We pass to the opposite side of the harbor, where Anna guards the entrance to the mine. We deal with it and get inside the dungeon. This shaft will be full of oil pipes and traps. We use boxes to block pipes. You can also go through this location using teleportation. If there are two teleportation pyramids found by us in the secret room of Dallis, located on the ship "Lady Revenge", we leave one of them with one hero, and the second with another. Thus, we can easily transfer our entire group.

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

Note: If we have a special Wand of Purification, which can be found in Fort Joy, use its power and destroy the Screaming. Otherwise, you must definitely get rid of the Collar, master the Source and go through the ritual in the mission "Abrupt Awakening" in order to eventually get the desired skill.

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

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

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

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

Hitting all the pillars in the right sequence, we observe the disappearance of the magical barrier. The thing we need lies in one of the boxes near the sarcophagus. We get it and return to Riker. If we touch the sarcophagus, then we have to fight a dangerous enemy.

We head to Riker and give him the tablet. He uses a few souls of farmers to give us more source points (you can't get more than 3 pieces). After we enter the battle with Riker. Use the skill "Ghostly Vision" to see the souls of the defenders and immediately deal with them with the spell "Cleansing".

On one's last legs

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

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

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

In the event of a battle on the tower, the prisoner will decide to help us with the magic of the Source. 4 masters will resist us. However, after a certain period of time, oil fiends will appear on the battlefield and everything around will catch fire. There will be fiery fiends that restore life in the fire. As a result, the entire site will burn with a terrible necroflame. We immediately send one of the heroes to the gates of the fortress in order to force five more masters to join the brawl. They will stand on our side and begin to fight with fiends. Do not forget to also prepare a lot of scrolls and spells that restore the magic shield, otherwise your characters will burn alive.

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

After the liberation of Gwydain, we go to the monastery forest and tell Hannag about everything. As a result, she will teach us the knowledge of the origin.

three altars

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

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

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

Valuable loot

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

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

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

Another battle will be waiting for us on the second floor, where we have to fight Rust and his faithful bodyguards (wolves and crossbowmen). We try to be in a small room all the time in order to greatly simplify our battle. Having dealt with all the enemies, we free Saheila and agree to escort her to her fellow tribesmen. If we have already dealt with Rust's guys, then we will have no problems with this.

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

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

Lost and found

  1. Location of the gnome Lagan

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

Fortunately, we will not need to scour the whole location in search of a small trinket. The jewelry lies nearby at the point marked in the screenshot below. It will be found automatically as soon as our party approaches it at a minimum distance. As soon as we pick up the ring, fiends will immediately attack us.


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

We give the ring

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

Prize: 5 thousand experience points and gold.

We keep the ring

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

Prize: copper ring.

Saheila tribe

  1. Elf camp location

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

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

Getting permission

With a high level of persuasion, we pass through the guard to the place where the ritual is being performed. This will give us the opportunity to go through two new tasks in the future: "Funeral Rites" and "Valuable Prey". In addition, we will get 5800 experience points.

Getting rejected

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

Funeral rites

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

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

empty dreams

  1. Genie Lamp Location

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

Make a wish

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

Prize: 9750 experience points and a hidden little thing.

Fighting the Genie

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

Log like log

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

We use the spell associated with the absorption of souls (“Cleansing”) on this spirit, and again go to the log to receive our reward. By the way, this skill can be obtained during the passage of the plot task "Abrupt Awakening".

Prize: 25950 experience points and a great shield.

Persistent Spirit

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

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

former lovers

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

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

Not by washing, so by skating

Popam to the camp of lone wolves, we are looking for a character whose name is Corbin Day. We talk with him and learn his sad story.

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

Kill Reward

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

An eye for an eye

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

We can get different rewards from him:

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

Bitters

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

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

No laughing matter

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

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

reward to the finder

We use "Ghostly Vision" at the flayer's sawmill and find a ghost belonging to the paladin.

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

Dangerous to yourself and others

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


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

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

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

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

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

Buried past

To start this quest, we go south from Driftwood and reach the house located at the following coordinates X: 380, Y: 274. We are looking for Gareth here, who stands above Master Jonathan. After a short conversation, we can convince Gareth (you need high Intelligence or Memory) to release or kill Jonathan. Regardless of the choice made, we will still be able to attack and kill the master on our own if we wish.

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

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

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

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

Opposites attract

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

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

Blood Moon Island

monster hunter

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

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

In the hunter's house, be sure to look for a book called "Decorated Psalter". We will need it to complete one of the above tasks. It is worth reading it with a hero with the tag "Scientist" for an additional 14.5 thousand points (he must do this first).

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

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

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

For killing the dog and three of the Lawyer's henchmen, we will get about 36,000 more experience points. After their destruction, be sure to search the body of Basatan and find a scroll. Do not forget to also clear the location of all kinds of monsters in order to gain additional experience and items.

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

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

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

Secrets of the Blood Moon Island

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

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

We go a little further and determine that the wall is an illusion that hides the door (this will require a high Intelligence parameter). We select a strange blade to get 50 thousand experience points. We interact with the lizard hero (the Red Prince will do) to make out the inscriptions on the blade. There is also a closed Tenebrium chest that consumes one Source point on interaction. We use the master key and open it. It contains a green pyramid of teleportation. The blue pyramids can be found in Dallis' quarters on the galley.

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

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

Advocate

We head to the island of the Blood Moon, using the port located in the Monastery Forest (preparing to spend a small amount of gold coins), or the "Ghostly Vision" spell near the destroyed bridge, located near the altar of wanderings (fields of Driftwood). Choosing the second option, we step onto the spiritual bridge and teleport to the island. We can also use Spread Your Wings to move between supports.

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

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

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

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

Forgotten and damned

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

To activate these statues, you will need the book "Taming the Sacred Fire". It is also called the "Decorated Psalter" (this name it bears until it is studied by a hero with the tag "Scientist"). We can find this book in one of 3 places:

  • In Jaan's house (we talked about how to find the book in the Monster Hunter quest).
  • In the archives located in the northeast of the location.
  • One of the Masters of the Black Ring, who can be fought near the Ancestral Tree.

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

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

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

The screenshot above shows an unfinished dungeon with nothing of value except a silver ingot. But it's still worth exploring to complete this quest. Next, we will consider 3 tasks, without which you will not be able to complete the current mission.

Uplifting deceit

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

We enter the room and go forward a little. If one of our heroes absorbs the energy of the Source, which is in a puddle, then the lizard will immediately speak to him. Therefore, we proceed with caution. If we agree to release Rajarima, then she will suck out all the Source points from the character and get out, which will immediately lead to a battle. She will then unleash a storm of arrows capable of causing significant damage to our group. It will be necessary to deal with the obsessed as soon as possible.

If we don't release the demoness, then we'll need to defeat her in an argument. If successful, Rajarima will not be able to take the Source points from our heroes and get out to freedom. Next, you just need to kill her with ranged spells or arrows.

However, it's easiest to just attack the enemy from high ground before talking to him. We rise somewhere higher and begin to fire at the lizard. After her death, we receive a reward in the form of 58 thousand experience points. Then we speak with the spirit and tell him about what happened in the dungeon.

Bound by pain

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

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

When the dwarf dies, a demon named Morr Rottenmaw will arise. Without further ado, he will immediately attack our group. Of course, he will be more dangerous than a gnome, but still should not pose any serious problems for us. True, he has one dirty ability - there is a small chance that when hitting him, our character will become possessed and attack his own comrades. In this case, we beat our friend until he comes to his senses or dies (you can then resurrect). When the enemy leaves the body of our character, we attack him again in a crowd. For killing him, they give about 22 thousand experience points.

There is a bug in this fight where the hero that deals the final blow to the demon gets the Demon Invasion debuff, but does not become Possessed. The battle will end, but the debuff will not go anywhere. It will disappear only after we deal fatal damage to the character. But in the end, a demon will get out of it and the battle will begin again.

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

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

Silent

The entrance to the last dungeon is marked below. We enter it and use the "Ghostly Vision" to talk with brother Morgan. He will ask us to save a little girl who is imprisoned in this dungeon. We agree or just lie to him so that he opens the door.

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

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

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

Druid

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

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

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

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

Just what the doctor ordered

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

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

Next, we head to the Black House, located in the northeastern part of Arks. Near it we will meet Ailment. We speak with her and she will transfer our group to the reality of the demon. Here we will see a lot of candles. We smell them and make a difficult moral choice - this will increase our characteristics. Then we go to the room where the demon is located.

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

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

Note: You can throw a box containing death mist at an enemy to instantly kill them.

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

Nameless island

Familiar face

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

We accompany the poor fellow of the 9th level to the temple of the elves and leave him there with friends. This character is rather frail, so you should not count on him to help in battles. Moreover, we will have to constantly protect him from various monsters.

Looking for revenge

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

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

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

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

Invaders

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

To complete this quest, you must complete two quests related to the leader of the Black Circle: "The reduction of the herd" and "An unusual visitor."

Unusual visitor

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

We go east from the temple of people and find a cave of trolls there (the entrance is indicated in the screenshot below). We go inside and use the artifact of Alexander to remove the illusory cobblestone standing behind the altar. Thus, we will be able to get to the White-faced.


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

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

herd reduction

We will receive this task only when we decide to side with the Black Circle. In this case, the brotherhood will tell us how to get into the Academy, if we agree to kill all our companions and clean their corpses from the "filth". There can be no bloodshed if we convince them to kneel before the God King. After that, White-faced will give us the necessary capacitor.

mother tree

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

Note: This quest can also be obtained from the Raptor Prince of Shadows, which is located in the lava area in the southern part of the location.

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

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

Mercy of the Watcher

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

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

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

In the clouds

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


Once in the temple, we find a statue near the starting point. We pray near her for a random buff.

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

We use teleportation to explore the temple of wizards and overcome many barriers. We are faced with a follower of Amadia, who will ask us to activate 3 runes in order to free ourselves from captivity. After activating the first rune, the barrier will disappear, but you still cannot do without teleportation. After freeing the follower, we get the gloves of the goddess from him if there is Fein in the group, who is actually the avatar of Amadia.

scientific pursuit

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

test site

Having found the teacher's office in the Academy, which can be accessed with the help of an ordinary master key, we find a portal located behind this room. It leads to a hidden arena. We pass through it, turn on the "Ghostly Vision" and talk to the ghost of the bird. We agree with her request and start the battle with the Great Defender.

First, we activate the capacitor behind the Defender to create a powerful beam, and then with the help of mirrors we change the direction of the laser so that it hits the boss directly. As a result, he will be stunned. We advise you to use the elixir of invisibility to pull off this whole operation without being noticed.

We search the body of the Defender and find the blade of the scythe, which will be needed in the future to free Vindego. We speak with the bird again, and then we teleport to the upper room, where you can find a good rune.

The power of mercy

We head to the camp of the Black Circle and find the witch Vindego in the side rooms, who sank our ship at the very beginning. We deal with her, but it will not work to absorb her soul, since she will immediately disappear.

Arks

Battle at the gate

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

execution

We pass into the city and notice that the paladins are cracking down on all the masters who have contacted the Black Circle. We go to the courtyard of the barracks and meet a girl who will ask us not to let her wife be executed - a paladin named de Selby, who did not follow the order (killing defenseless masters). We are trying to convince Lord Kemm to forgive the paladin, or we are conducting an appropriate investigation.

If we manage to save the paladin, then we will be able to meet her in the dungeon of the masters. She will tell us interesting information about the lord.

Linder Kemm vault

After saving the paladin from execution in the previous quest, we meet with her in prison. She will inform us that the lord hides dirty secrets in his vault. If we free Vindego during the passage of the task "The Power of Mercy", then we will find out that Kemm is a minion of the god-king at all.

We head to the city square of Arks and find an artist there who draws bloody pictures. We use the "Ghostly Vision" and notice the spirit belonging to the painter's father. We talk with him and find out that the local lord keeps in his hiding place a rare painting called "The Second Passion of Lucian". We note right away that it was stolen. It can be purchased from the kids in the local thieves guild, but this requires a character with a high Persuasion parameter. We can find out where the entrance to the guild is from the girl at the local school.

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


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

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

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

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

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

After the release of Lord Arhu, four warriors of the Black Circle will appear and attack us. Later, Kemm himself will come, with whom he also has to fight. If we want to keep Arch alive, then we keep him as far away from other enemies as possible by using the teleportation skill. However, even if he goes to another world, we can still talk to him using the "Ghostly Vision". As soon as we defeat all the enemies, Lord Arhu will tell us how the puzzle located in the cathedral is being solved.

Quest for Lord Arhu

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

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

Master of Dreams and Nightmares

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

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

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

The last stronghold of the masters

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

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

  1. Purity of thought.
  2. Body discipline.
  3. order in society.
  4. Loyalty to the Divine.

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




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

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

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

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

The rebirth of the king

On the lower level, we can also find a book lying near the table and informing about who Dallis is going to resurrect. We return to the echo hall and talk there with the necromancer Tarkin, who will report that he really helped Dallis, but only under the threat of death. In order to somehow atone for his sins, he will give us the Anathema - this is one of the best two-handed weapons in the game.

Missing prisoners

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

When we deal with Isbale in the "Secrets of the Dwarves" task, we will be able to find these prisoners in the girl's laboratory. They will all end up dead, as the life was sucked out of them to get the Source.

The power of mercy

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

If we decide to release the woman, then first of all we give her a certain amount of coins to improve relations with her. Then we press the switch and thereby open the cage. As a result, she will teach us the skill "Charm Netherfiend" and inform that Linder Kemm is now the new general of the god king and is helping him in advancing the interests of demons. Dwarf Isbale also serves the demons.

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

Mistakes of the past

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


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

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

Old means golden

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


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

Lessons are over

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

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

Secrets of the Dwarves

There are several methods for activating this quest, but all of them are related to getting into the dwarf wedding, which is held in the northeast of the location. We head to the right place and look for a drunken dwarf near the building, from whom you can bargain for an invitation and get to the wedding. We can also go to this celebration of life through the sewers (beware of fog spiders) or the backyard. In the latter case, we approach the mansion of the wisest, move to the northern balcony of the building and find pebbles on the left wall, along which we can climb the wall.


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

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

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

After the fight, use "Ghostly Vision" and talk with Isbale's ghost to find out her motives. Then we find a secret door in the left corner of the hall and find the queen. We speak with Justinia and decide what to do with her. We can attack her, as she tried to poison all the inhabitants of Arx, or spare her, because in fact she was simply manipulated. Next, we study the room for experiments conducted on the awakened ones, and go outside.

Consulate

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

Then, with the help of teleportation pyramids, we reunite our team. We use the "Ghostly Vision" and look for the portal. We pass through it and get into the arena. Here we fight with the reflections of the villains that we could meet earlier. We destroy all the mirrors from afar, thereby avoiding the battle.

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