A test for all seasons. Missing Magisters Reaper's Coast - Elven Camp

Complete walkthrough of Divinity Original Sin 2: from Fresh Breeze and Fort Joy to Divinity and finals. First part complete passage The game includes all Acts: Fresh Breeze, Fort Joy, Awakening, Mastering the Power of the Source, Nameless Island, Divinity, and Finals.
Divinity Original Sin 2 Complete Walkthrough: From Fresh Breeze and Fort Joy to Divinity and Endings, Divinity Original Sin Anti-Ghost Amulet
Complete walkthrough of Divinity Original Sin 2: from Fresh Breeze and Fort Joy to Divinity and finals

Complete walkthrough of Divinity Original Sin 2: from Fresh Breeze and Fort Joy to Divinity and finals

NAVIGATION FOR THE PASSAGE OF ALL ACTS DOS 2:

With a fresh breeze

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


Master Williams

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


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


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


Lower deck on a ship

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


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


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


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

Fort Joy

Coast

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


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


Coastal map of Fort Joy

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


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


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


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


Ghetto

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


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


Fort Joy Ghetto Map

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


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


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


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


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


Burro vs mosquito

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


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


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


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


Maze Builder

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


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


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

South cave

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


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


South cave

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


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


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


Tomb of Lord Withermoor

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


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

Fort Joy Prison

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


  1. The first option is related to the already described Gavin, with whom you will get to the beach. You can only get out of there through the cave, which is the passage to the prison.

  2. The second option is to use the hatch to the right of the statue, which is in the center of the city. Inside, activate the lever to get into the prison.

  3. The last way is related to the hint of Amiro, who will tell you about the location of the tunnel for help.

Fort Joy Prison

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


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


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


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

Prison

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


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


Prison 2nd floor

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


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


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


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


A rat named Sliver

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


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


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

Courtyard of Fort Joy

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


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


Courtyard of Fort Joy

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

echoing swamps

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


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


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


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


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


echoing swamps

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


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


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


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


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


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


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


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


Pig Healing

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

central ruins

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


Moloch of the Void

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

Shore in the South

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


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


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


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


Nether Salamander

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


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


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


dark cave

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


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


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



Fight with the Trickster

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


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


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


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


Dark Cave Map

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

East coast

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


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


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


Eternal admirer

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


Map of the Labyrinth

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


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


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


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


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


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


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


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


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


Tower - cave

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

dragon beach

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


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


Winter Dragon Slane

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


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


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

abandoned camp

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


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


abandoned camp

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


Destruction of the Screaming

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


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


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


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

Awakened

Ship "Lady Vengeance"

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


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


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


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


Ship Lady Revenge

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


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


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


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


Conversation with Ailment

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


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


Local map

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


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


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


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

O possession of the power of the Source

Reaper's Coast

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


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


Reaper's Coast Map

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


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



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


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

driftwood

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


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


Driftwood Map

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



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


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


Lovrik pimp

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


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


Tavern Black Bull

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


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


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


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


Dwarf Lohar Headquarters

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


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


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


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


Web of carnal desires

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


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


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


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


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


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


Brighton Barnes

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


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


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


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


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


Safa rushed

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


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


Meister Siwa

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


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


  1. Take root and blade.

  2. Take the bowl.

  3. Use the blade to bleed yourself.

  4. In the craft menu, cross the bowl, root and blade.

  5. Place the created brew near the dragon figure, and then activate the wheel.

  6. Inhale the smoke and hold your breath.

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


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


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


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


Bridge battle

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

Shipbreaker Hills

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


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


Shipbreaker Hills

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

Reaper's Cove

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



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


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


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


Reaper's Cove

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


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


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


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


Fight with Mordus

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


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


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


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


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


Puzzle Taste of Freedom

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


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



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


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


Aggressive grip

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


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


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


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


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


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


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


Meadows Map

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


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


Finally, there are scarecrows in the meadows, each of which are opponents. As soon as you talk to one, everyone else will come to life and pounce on you. The battle, keep in mind, will be difficult, as scarecrows have passive skill"Horror" that sends enemies into a stampede with no further control if the target has no magical protection.

Pogost

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


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


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


Pogost Map

Continue your journey.


One of the main advantages of the recently released creation of Larian Studios is the presence in it of a large number of the most diverse additional tasks, 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 detailed walkthrough 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.


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 this.

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.


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.


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.


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.


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.


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 a 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.


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


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


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.


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.


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.

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 here.


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.


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


Prize: 4200 experience points.


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.


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


Prize: a large number of experience points.


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 the skulls that can be found on hidden altars and after using the 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 talking to a scientist last hero who has not eaten anything, the quest 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 get into 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 the chest of the 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 method by which you can defeat a failed philosopher is to read the 3 volumes of The Essence of Being ( we are talking about non-undead characters).


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 personal account house owner. 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 plan in order to save all the peasants, or start watching the execution so as not to fight with five masters 1

Quest" Forgotten and damned" can be obtained by talking to the Brilliant Statue, which is located on the island of the Blood Moon. After that, you have to activate 3 sculptures on the same island.

How to activate sculptures?

In order to perform this action, you need to read the book " Sacred fire taming"("Exquisite hymn" or "Decorated Psalter" before deciphering). You can find this book in Jaan's House, in the archive in the north-east of the island, pick it up from the dead master of the Black Ring (near the Ancestral Tree).

How to decipher the book "The Taming of the Sacred Fire"?

To decipher the book, you need a character with the Scientist tag. The reward will be 14450 exp.

Training

Before heading to the first basement, look to the northern part of the island and look for the Ancient Forge (317, 479). You need to make 2 silver levers (for basements 2 and 3). Near the forge, find silver bars(on the corpse of a member of the Black Ring in an unfinished crypt). Now go back to the forge and use it to make silver levers out of silver ingots.

In the south of the island, not far from the Demon Camp, there are 3 cellars. With the help of the anthem, you can destroy the statues and go down to the basement.

Archive

In the archive you will find a green teleport pyramid and medical notes (the quests "Megalomaniac" and "Silent" will begin). Read the notes, from which you will learn that people infected with demons are imprisoned in the basements. The poor fellows were locked underground along with the healer.

First refuge

There is nothing interesting here, except for the silver rod. But, the study of this repository will be needed to complete the task.

The second refuge - the quest "Megalomaniac"

In this basement, you have to use the first silver lever to unlock the door. When the lever does not help, use the skill that allows you to see the spirits. When you see the spirit of Brother Robert, talk to him. After you pass the persuasion check, he will open the door and ask you to kill the creature that lives there.

Do not use the Source pool, otherwise a dialogue will begin with the lizard, which will ask you to release it. If you agree to this, then Rajarim will steal all your Source points and break free. You have to fight with a fairly strong opponent.

If you refuse to help the lizard, then you will have to pass the test. If it is successfully completed, then the battle, one might say, will not be. Just use spells from afar to kill her from above. Don't forget Robert for your well-deserved reward.

Third Refuge - Quest "Bound by Pain"

This vault is connected to the quest Bound by Pain. Once inside (use the lever made earlier), use "Ghost Vision" and ask the spirit to open the door (if he refuses, then use "Source of Vampirism").

Behind the door you will encounter a possessed gnome who will ask you to destroy the pillars. If you fall for his trick and do what he asks, then the demon will be released. It's better not to. Attack the dwarf until he falls (about 10% of HP). After that, release it. You may need to heal the gnome, in which case the Life on the Edge spell will do.

When the demon is released, attack it, but be careful. He can move into one of your group members who is within an 8 cell radius. In order for the demon to come out of your companion, deal damage that brings the companion to near death.

In this scenario, the gnome will share information about the treasure (coordinates 193, 379, near three crosses).

If you just destroy the pillars and release the demon immediately, then the dwarf will die. At the exit, talk to Calvin to receive a reward. If you did not save the gnome, then most likely you will not find Calvin.

The fourth refuge - the quest "Silent"

As before, in the vault, use the skill that allows you to see the dead. Brother Morgan will ask you to free the girl who is imprisoned in the basement. Agree to help (or lie), then he will open the passage for you.

Inside, you'll have to take a speech test with Buttons the cat (you'll need the Animal Friend talent). If you fail the test, you will have to kill Buttons. After that, destroy the Source chains that bind the girl and talk to her.

Be careful. If you fail the speech test, the girl will not be able to wake up from her dream. Having adjusted all four characters, you will have to leave the quest not completed.

If the test is successfully passed, then as a reward you will receive 14450 experience points and teleport the girl to the "Lady Vengeance". A little later you will be able to deal with her treatment. The quest "Silent" will be completed. Talk to Brother Morgan to collect your reward.

Now that all four vaults have been explored, the quest "Forgotten and Damned" will be completed, and the entry "We found and cleared all four vaults on the island of the Blood Moon" will appear in the journal.

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

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

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

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

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

    Archive

    Here you will find the green Teleport Pyramid and Medical Notes to start the Delusions of the Great One and the Silent One.

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

    Cellar 1 (Unfinished Crypt)


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

    Basement 2


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

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

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

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

    Basement 3


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

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

    After he dies, the demon "Mor the Trenchmouthed" will appear and immediately attack you. He is slightly stronger than the Possessed Dwarf, but is still a relatively easy opponent. The danger here is that when you damage him, there is a chance that the Pestilence will instantly take over the mind of a random (or possibly nearby) member of your party and turn it against you (this effect is called "Demonic Invasion" and does not heal). Simply apply enough to your former companion to have him near death, after which the Blight will leave his body and mind. Attack the demon and he will die.

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

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

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

    Basement 4


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

    Inside, in order to talk to the girl, you must first pass a speech test with the cat (requires the Animal Friend talent) so that she will let you talk to her owner. In case you fail the test, you will have no choice but to kill the cat. Destroy the chains that bind the girl and talk to her. Note that if you fail a speech check, the girl will not come out due to the dream. If you do not pass the test with all four party members, the quest will remain unfinished. Also note that you cannot kill the girl.

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

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

  • Detailed walkthrough of side quests in the Graveyard of the Reaper's Coast in Divinity: Original Sin 2

    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: Blood Moon Island Side Quest Walkthrough
    • Divinity: Original Sin 2: Walkthrough of side quests on the Nameless Island (Academy)
    • Divinity: Original Sin 2 Companion Personal Quest Walkthrough - The Red Prince and Sebilla
    • Divinity: Original Sin 2: side quests in the city of Arx

    three altars

    Go to the Monastery Forest and go to coordinates X:115, Y:269, where the Lamenting Abomination character is located. When you get close to it, wolves will appear and attack your squad. Kill the opponents and then kneel before the altar.

    First altar

    The second altar is located at coordinates X:414, Y:301, on the river.

    Second altar

    The third altar is located at coordinates X:482, Y:260, also on the river. When you get close, the fiends will attack you.

    third altar

    Elven seer

    • Sawmill - Saheila.

    Location map

    If you managed to convince the elves to let them into the place of the ritual, in this case, after it is completed, you will be able to talk with them. You will learn that Saheila has been kidnapped by the lone wolf Rust and is being held captive in the sawmill. If you have a high level of persuasion, you can convince the elves to leave her there.

    Your next objective is to head to the sawmill and get inside. Saheila is being held captive on the floor of one of the buildings. Most of the area is heavily guarded by Rust's people, which means you'll either have to pay handsomely or fight some serious enemies.

    Another fight awaits you on the floor. This time, you will face Rust himself and his bodyguards, including two wolves and crossbowmen. If you stay in a small room throughout the battle, you will greatly simplify your task. When the fight is over, you can free Saheila. She will ask you to escort her back to the elf camp. If you defeat the people of Rust that you met before, then this task should not be a problem.

    Talk to Saheila as soon as you get to the camp. She will teach you how to collect additional source points.

    Reward: Four guaranteed items and one of three powerful items to choose from - depending on the class of the character.

    Lost and found

    • Reaper's Coast - Lagan.

    Location map

    Not far from Driftwood, you will stumble upon a fishing shack that is inhabited by a character named Lagan. He will tell you that he lost his ring and ask you to return it.

    In this case, you will not need to go far and search uncharted territories. The ring is in the area marked below. It will also be automatically detected as soon as you and your team get as close as possible to its location. However, when you pick up the ring, fiends will appear.

    Ring location

    If Lagan survives, then you can decide what to do with the ring.

    Choice 1- give the ring.

    Talk to Lagan and in a conversation with him confirm that you really want to return the ring to him. If your persuasion is strong enough, you can convince him to hand over the extra gold.

    Reward: 5000 experience points and additional gold.

    Choice 2- Keep the ring.

    You can also decide that you want to keep the ring for yourself.

    Reward: copper ring.

    Saheila tribe

    • Reaper's Coast - Elf camp.

    Location map

    If you saved Amiro on the territory of Fort Joy, then he will definitely ask you to tell the story of Saheil to all the remaining elves, who just live on the territory of the Reaper's Coast. You will be able to do this at this location, since the elves' camp is located here.

    Entrance to the elf camp

    When you appear in the camp, you will find an elf performing a mysterious ritual. If you try to get closer, you will start a conversation with the guard, which can end in two ways.

    Ending 1- get permission.

    If your conviction is high enough, then you will be allowed to enter the place of the ritual. This will unlock the quests Burial Rites (Funeral Rites) and The Elven Seer (Elven Seer).

    Reward: 5800 experience points.

    Ending 2- you were denied entry.

    If you fail to convince the elves, they will not want to listen to you. In addition, you will be asked to leave the earth.

    Reward: missing.

    Funeral rites

    If you have been admitted to the sacred ground, then one of the members of your squad will take part in the ritual. You should raise the elf if you can (ideally Sebilla can do it). Your task is to choose those dialogue options that will impress the elves as much as possible. In the dialog box, these are always the top phrases!

    Reward: The amount of experience points you get depends on how much you impressed the elves; four guaranteed items and one of four powerful items to choose from depending on the class of the character (only if the ritual ends well).

    Take wishful thinking

    • Reaper's Coast - Genie's lamp.

    Location map

    You will see a mysterious lamp lying on one of the beaches of the Reaper Coast.

    Genie Lamp Location

    If you interact with her, a Genie will appear. It turns out that the lamp was thrown away because the Genie is acting very aggressive. There are two ways to solve this problem.

    Ending 1- fulfillment of desire.

    If you have a high enough level of persuasion, then you will be able to convince the Genie to grant the wish and not pester you. You will be able to choose which wish the Genie should fulfill.

    Reward: 9750 experience points and an item that you wish on.

    Ending 2- Battle with the Genie.

    If you could not convince the Genie, then he will attack your squad. The battle is not so difficult, but ends with the death of the Genie, which means that there is no reward.

    Reward: missing.

    Bite

    Right place

    Activate ghostly vision at the sawmill to see the ghost of an elf located by the timber. He will ask you to help him in taking revenge on the spirit of the sawmill master. The spirit of the former sawmill master is located southwest of the bridge near the same sawmill. The location will be marked on the map! Apply a source of vampirism on it to completely destroy and absorb a source point. You can learn this skill in the quest A sharp awakening.

    Return to the spirit that gave you the task, talk to him and complete the quest.

    Reward: 25,950 experience points and a unique shield called Livewood Shield.

    Persistent Spirit

    Activate ghostly vision at the sawmill to find the mute spirit and find out that his name is Syrus Oates.

    disposition of the spirit

    It was burned by the lone wolf Pigsbane, who is still alive today. Now the spirit wants his killer to die. After you deal with Pigsbane (his location will be marked with a marker on the map), return to Sirus and collect the reward.

    former lovers

    Use Ghost Vision to see the ghost of a woman named Edie Engrim located at the sawmill.

    The right spirit

    She was killed by her former lover named Firewater. And he did this in order to undergo initiation and join the ranks of lone wolves. Now she wants to hear him say her name so she can rest in peace. Get the man to say Edie's name, then return to the woman for a reward.

    forcibly recruited

    At the Lone Wolves camp you will meet a man named Corbin Day.

    Location of Corbin

    Rust Anlon made him come here and work for the Wolves. After you kill the Lone Wolves, talk to Corbin and tell him he's free. Invite him to the Lady Vengeance galley.

    Kill Reward

    The spirit of the deer will ask you to find a wreath of wildflowers. Dig up the burial site of the deer and the poacher who killed it.

    An eye for an eye

    disposition of the spirit

    Cast a ghostly vision spell while at the sawmill (at the Lone Wolves headquarters) to find the master's spirit. He will ask you to take revenge on the Lone Wolf archer who killed him. After you kill the Dead Eye, return to the spirit for a reward.

    You can receive different rewards:

    • Tell him that you like the air (Pressure Spike).
    • Surge of pain all around (Global Chill).
    • Say you're looking for earthly power.
    • You can also choose a fee in the form of a source - you can absorb the master's ghost.

    bitter mixture

    While at the sawmill, activate the ghostly vision spell to face the spirit of a lizard named Black Widow (rough translation) - this is a known poisoner of the Lone Wolves.

    spirit lizard

    He was tricked by Lone Wolves spokeswoman Snakeroot into ingesting poison. He wants her to die. You can absorb the spirit of this lizard or kill the "lone she-wolf" marked with a marker on the map. Ask the character about the reward in the event that they helped the lizard.

    No reason for jokes

    While at the sawmill, activate the ghostly vision spell to see the spirit of Mudbarrow. He wants you to get the sleeping Lone Wolf to show you where she hid her gold after she killed him.

    Talk to the desired character (marked with a marker) at the sawmill to find out where the loot is, and then kill it. If you have already killed the Lone Wolves before completing this quest, then it seems that you can no longer complete this quest. Return to the quest giver for a reward.

    reward to the finder

    Use Ghost Vision at the Lone Wolves Lumber Mill.

    Spirit of the Paladin

    Then talk to the spirit of the paladin. After you take the head of the mummy, then give it to the paladin to complete the quest. The task is easy - the necessary points are marked with markers.

    Dangerous to yourself and others

    To the northeast of the churchyard (cemetery) you will come across a healer's house. Convince him that he can trust and tell you about his problems by allowing you to enter the house to cure the infected seeker.

    Follow the healer to the basement (or hack it), where you will have two options: kill the girl or cure her. If you approach her with a character that doesn't have the "Scientist" tag, you won't be able to heal the girl. The only option in this case is to kill all the opponents that appear on the location. However, if you approach her with a Scientist tag, you can indicate that she is suffering from a burr hole. The healer will ask you not to kill her during the fight so that he can heal her. Either way, both paths will lead to the seeker, who will attack you along with the four spawns of her nightmares (Natalie's Suffering, Natalie's Fury, Natalie's Despair, and Natalie's Fear).

    In the ensuing fight, you will face four monsters created from Natalie's emotions and Natalie herself. Each enemy killed will reward you with 10,775 experience points. If you decide to heal Natalie, then you will have to weaken her by lowering the health bar to the minimum level. However, as soon as you do this, all emotions will disappear! Thus, in order to get the maximum possible amount of experience points, it is recommended to first kill the monsters, and only after attacking Natalie herself. Of course, if the fight seems too difficult, then ignore the monsters and attack Natalie.

    After you successfully weaken the girl, the dialogue related to the operation will begin. To ensure that Natalie doesn't die during the operation, you'll need the help of a healer to hold her down, so it's not a good idea to start the operation right away. Select dialogue options:

    • Ask the healer to hold her.
    • Choose a pair of fine tweezers and try to gently remove the larva.
    • Close the wound slowly.

    You will successfully heal Natalie and receive 13,450 experience points for your efforts. Talk to the healer to receive +50 attitude and an epic item of your choice as a reward. From now on, he will also be available as a healer and merchant (don't forget that healing spells deal damage to the undead, Fane). After that, you will complete the quest.

    If the girl does not survive during the operation, then you will not receive experience points and lower your relationship with the healer to a minimum. The quest will also be completed after you simply kill the girl in battle (if no characters with the "Scientist" tag approached her). In this case, apart from the experience for the destruction of each of the four monsters, nothing will come of it.

    If you decide to kill her, then just finish off all the opponents.

    Reward:

    • 5800 experience points for convincing a healer to launch a squad into your house.
    • 10,775 experience points for killing each monster from Natalie's emotions - in total, you can get 53,875 experience points if you choose to go with the "Kill her" path.
    • 10,775 experience points for killing each monster from Natalie's emotions and 13,450 experience points for a successful operation - a total of 56,550 experience points if you go through the "Heal her" path.
    • Gregory will be available as a healer and trader, you will automatically receive +50 points to your attitude with him, as well as one epic item of your choice (if you manage to cure the girl).

    Bury the past

    To start this quest, you must head south from Driftwood, at coordinates X:380, Y:274 - inside or in front of the burning house. If you start the quest at X:380, Y:274, you'll find Gareth standing over an old friend, the White Master Jonathan. After a short dialogue, you will be given the option to convince Gareth (intelligence or memory check) to either free Jonathan or kill him. Regardless of the outcome, you can still attack and kill Jonathan, who will offend Gareth and force him to leave.

    Otherwise, Gareth will show mercy and go to Paradise Dawns.

    After convincing him of mercy, you can choose the lowest option to bypass the check. As soon as your journal is updated and the phrase "We convinced Gareth that ..." appears (the continuation depends on what exactly you convinced Gareth of), then you can advance on the quest.

    If you start the quest in Paradise Downs or find Gareth after the above, he will want you to kill the Silent Monks as revenge. These monks are on the farmer's house, you will have to convince the paladins to let you inside. You can do what he asks, or talk to him and convince him that this is not an option.

    Opposites attract

    In the basement of Riker's mansion, you can find a rat and a turtle. If you have the Animal Friend talent, then you will know that the turtle is in love with the rat. You can use various products to lure the rat to the turtle. Drag food from your inventory and throw it on the ground to form a path of food.

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