A test for all seasons. Taste of freedom Ugly little chick

Detailed walkthrough side quests in the graveyard of the Reaper's Coast in the game 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.

Reaper's Coast looks much more gloomy than the first Isle of Joy. No, of course, there are also cheerful glades bathed in the sun. But, fortunately, not so much. Literally a hundred meters from the shore, a cemetery begins - a blunder ...

There are many enemies on the coast of the Reaper - these are not only masters, but also gnomes, elves. A couple of trolls who are not friendly with each other at all, and such unusual creatures as scarecrows. So you help some, you kill others. In addition, there will be many monsters - fiends of the void, crawlers, skeletons and others.

Both in the sea and on the shore, the fiends of the void are rampaging. Even sharks escape from them - they are thrown ashore and die there. First task: look around. You don't have to rush into the city right away. You can chat with the boy Barrin Pruitt, who is lost. His mother locked herself in the house on the other side of the raised bridge. Later, you will have to help the family reunite, while it’s too early, just don’t pull the mobs. Someone is being hanged on the bridge not far from the post of masters. This character - Meister Siva - it is desirable to save at all costs. At the same time, it is not necessary to fight corrupt masters (there are still five of them), it is enough to give a bribe of 300 coins. They are going somewhere. However, if you want to shed blood, rangers should first be placed on a nearby platform - from a height they hit harder.

Changes in the composition of the group. On the Reaper's Coast, you arrive around level 9-10. The enemies that you will meet are from level 11, then 12, 14 and higher levels will go. It may be hard to fight them at first. But if you wait out these difficult moments and get to about level 12 and, most importantly, get good clothes (the easiest way is through theft), then it makes sense to remake the squad. That is, to refuse the services of all four characters and walk exclusively together. Two are easier to dress, two are easier to control during a fight. And you will be surprised how much a squad of two (and, regardless of the level of difficulty) is stronger than a group of four. To do this, however, in the talents for at least one character it is worth taking "Lone Wolf" - it gives 2 action points and increases health, magical and physical armor by 30%. Who exactly to take in such a squad is up to you. On “tactics”, I preferred a necromancer with a wand and a shield (necromancy - 20, summoning - 15, the rest in defense - while I’m trying to figure out which is better, dodging due to “leadership” or reflection due to “retribution”) and a fighter with one-handed and shield (20 to martial, 10 to one-handed, the rest to the art of assassination for crit). The first is better for attacks on single targets, the second for mass attacks. The first is greatly helped by the ability to "Raise Bone Widow", which deals huge physical damage, the second - a shield throw. By the current level 13, the necromancer has 1.5k of magical armor and 800 physical, the lizard fighter has 1.5k of physical and 800 magical. Health 1.2k (not enough, of course, you need at least 1.5k) and 2k, respectively. A series of attacks by various enemies survive - see the thread of several fights on tactics.

The fundamental difference between the Reaper's Coast and the Island of Joy is that here you can change the attributes of your characters as you like: it won't work with one set - you can try another. Such a change is useful not only during combat, but also in peacetime. Yes, some mobs are immune to certain elements - they even heal them, so you need to use others. Skeletons are easier to pick locks with their bones, in battle they can pretend to be dead.

To some extent, the set of quests on the Coast depends on how you completed the previous chapter. If any important character was killed - the quest chain associated with him will be unavailable. The main thing is not to tell anyone that you are a murderer and a sorcerer. The set of secondary tasks also depends on the composition of the group.

There are a decent number of merchants on the Reaper's Coast. This means that the squad can be dressed like a needle in the top. Where to get money? This means that you will have to not only collect all kinds of garbage in the neighborhood and craft something worthwhile out of it, but also steal. I preferred the second. He assembled a gang of merchants and thieves that robs the inhabitants of the glorious Coast to the bone ... In the city, you can easily steal 25-30 thousand coins from merchants, at least 20 thousand in the arena, and somewhere around 15-20 thousand from paladins. In the area 30 thousand at the sawmill. A thief of the sixth level is able to steal 6 thousand - in these locations it is found from 4 large merchants, plus some other little things. Count yourself. How exactly to steal - see the link.

Somewhere on the road you will meet bustling chickens. The quest associated with it deserves a mention, if only because at the very end one of the most strange and meaningless fights will follow. When you are already level ten (or even higher) fighting a lot of level one chickens. Of course, they can't do you any harm, of course, you kill them with the first blow. But there are a lot of these chickens, besides, they multiply and climb, climb on you ... So, for now, normal chickens will have to slip one of the distorted eggs, having previously beaten it off from the fiends. It will hatch into a black chicken and follow you, just like the cat in the first chapter. True, this time this beast will climb into the dredge. As soon as you get to the magic rooster (not far from the dwelling of the paladins, across the bridge to the north), it will climb. And after - fuss with aggressive chickens.

After - the city. It also has a lot of interesting things. And help the dog find lost items(rings, etc.) that is tormented by some beggar, and talk with Raymond about the missing masters, and feed the guest of the tavern with rotten stew, and get drunk as an insole, and even have sex - this work is best entrusted to the Red Prince. The city also has an arena where you will have to defeat Murga, a tough dwarf. In general, on this island, there are very tense relations between people-magisters, elves and dwarves. Masters are disappearing - the gnomes are blamed for this. So you have to take sides: help some, kill others. Outside, the elves will offer to deal with the bandits at the sawmill. Again, a choice is given.

Crime in the tavern and in the arena. The only town on the Reaper's Coast is just a bunch of criminals. Masters are easily hanged, fishing dealers easily send poisoned fish to large cities. The bandits even arrange multi-moves - they rob the new arrivals in the brothel and force them to fight in the arena. Main character good or good too. I immediately believed a very strange person in a tavern who offered her a great night with the best lover. And in the morning she found that the gang had robbed her to the skin. And in negligee put on the town square. What to do? Revenge, of course. Having penetrated the arena - much larger than on the Island of Joy - the character again agrees to everything: to fight in bandages, in which long-range attacks are not available. You have to get very close to the enemy to destroy him. And all this - and the first battle, and the battle with a cool dwarf and a monster of the void - for the title of champion of the arena. Then you can arrange a massacre ...

After leaving the city, start moving deeper into the island, fighting off a variety of monsters. On the way through the forest, insane gnomes will often attack. The witch Alice is hanging out somewhere. By the way, if you come across a farm, talk to the animals there; they, it turns out, bewitched people - by killing the witch, these cows and frogs can be disenchanted.

You will certainly have to master one of the spells of the Source: The Look of the Spirit. This is done in Siwa's basement. Quite a lot of things to do in the mines. Paladins are also people, but they are quite noble, not like the masters - they suspect something and ask to investigate. It is imperative to complete Tarkin's tasks (otherwise he will not return to the ship) - he needs an artifact from the Surrey crypt.

The ultimate goal of being on the Reaper's Coast is to increase the number of source points from one to three, and in addition master the ghostly vision. One of the source points and ghostly vision, as already mentioned, is given in Siwa's basement. You only need to visit the other world twice. The third point is obtained in different ways, depending on which side you choose. For example, I saved a blind elf from the clutches of bandits from a sawmill, which I met in the first chapter on the Island of Joy. You can also help the lawyer on the island of the blood moon (and then kill him on the instructions of the sorcerer Jaan), or destroy the fiend boss in the area near the sawmill. How to get to the island - see puzzle note.

By the way, on the Reaper's Coast, you can replenish the composition of the ship. The bow master Korben Day, the sorceress Almira and her lover Mikal joined. Someone to rob...

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The missing masters are side quest in Divinity: Original Sin 2. Magisters have arrived in Driftwood investigating the disappearances of their brethren. They suspect that the case is unclean, and are looking for an intruder.

Walkthrough

In Driftwood, talk to Magister Carver or Magister Keril. You will learn that several masters have gone missing.

Talk to Stuart, an elf that can be found to the left of the tavern entrance. He will tell you that the masters are on the wrong track and asks you to find the real criminal.

Use "Spiritism" (first complete the task " A sharp awakening") inside the tavern, and you will see the ghost of one of the missing masters - Harrick. Talk to her to learn more about the circumstances of her horrific death. She will also ask you to find her ring.

The magisters believe that the junk dealer Higba is to blame for the disappearances of people. You will find it in a barrel of fish in the Driftwood fish warehouse (quest " Strange Cargo"). Higba will insist that he is innocent and will ask for your help.

If you buy meat stew from Lovrik in the tavern and eat it as an elf, you will find out that the meat in it is human and belongs to the missing masters.

Go to the tavern kitchen with a character with high Perception (17 is enough). You will find a loose board (highlight Alt), under which you can find the bloodied ring of Master Harrick. Talk about the find with Harrick, she will ask you to transfer the ring to the masters.

The ring is evidence that the cook Wivlia is involved in the disappearance of the masters. You can also steal the pottage recipe from her, which lists the missing magisters.

You can immediately talk to Weevlia. She confesses that she killed the masters, and cooks food from their remains.

If you first tell Master Carver about the cook, he will send his assistant, Master Bellworth, to the kitchen to check your words. Bellworth will try to arrest the cook, but Weevlia will kill her with one blow and attack you for being a witness. As a result, you will still have to kill Wyvlia.

Job Structure

Magisters have arrived in Driftwood, investigating the disappearances of their brethren. They suspect that the case is unclean, and are looking for an intruder. Their main suspect is a wandering junk dealer, the sorcerer Higba. Maybe we should do our own research...

Elf Stewart:

  • We met the elf Stuart, who used to be a master. He wants to find out who is behind the disappearances of his former comrades, and claims that the investigation, conducted by the masters themselves, is on the wrong track - but he does not know who the real killer is.

Master Carver:

  • We met Magister Carver, who is ordered to investigate the disappearances of Magisters in Driftwood. He is ready to reward anyone who helps him solve this case.

Ghost Harrick:

  • We met the ghost of one of the missing masters in Driftwood, Harrick. Looks like she was killed somewhere near the kitchen in the Black Bull Inn. We spoke to Magister Harrick's ghost and promised to return her precious ring to her comrades.

Eat chowder as an elf:

  • We tasted the stew in the Black Bull tavern and realized that the meat in it is the flesh of the murdered masters.

Find the master's ring:

  • We found a bloodied ring with the seal of the magisters. It was hidden in the kitchen of the Black Bull Tavern.

A note with a list of those killed:

  • The cook from the tavern had a note that lists the murdered masters and those whom she was just about to kill.

Evidence obtained:

  • We have strong evidence that Weevlia, the cook at the Black Bull Inn, is behind the magisters' disappearances.

Wivlia confessed:

  • We pinned Weevlia, the tavern cook, against the wall. She confessed that she killed the missing magisters, and disposed of the bodies by chopping them into a cauldron of cooking.

Wivlia slain:

  • Weevlia the cook is dead.

Report the cook to Carver:

  • We reported the cook to Carver, the magister who was in charge of the investigation. To test my words, he sent his assistant, Master Bellworth, to the kitchen.
  • We reported the cook to Carver, the magister who was in charge of the investigation. He ordered us to end her once and for all.
  • We reported the cook's death to Master Carver.

Report the cook to Stuart:

  • We told Stuart that his former fellow magisters are being killed by a tavern cook. He went to her to accuse her of the murders.
  • We told Stuart that the cook from the tavern killed the masters, and we killed her herself. Realizing that we had not yet reported this to the masters, Stuart rushed to run to appropriate our merits.
  • We told Stuart that the cook from the tavern was to blame for the disappearances of the masters. Upon learning that we managed to expose the killer, Stuart was very upset - he hoped to do it himself.

Junkman Higba:

We managed to find a junk dealer - a sorcerer named Higba, who was hiding in a fish warehouse. He maintains his innocence and says he knows nothing about the missing masters.

Higba the junk dealer told us that Wivlia, the tavern cook, sold him recipes and magister equipment. When these items were found in his possession, he, being a sorcerer, became the main suspect in the case of the disappearance of the masters.

Magister Carver told us that another Magister was missing. Looks like Higba couldn't be involved.

Junkman Higba slain/rescued:

  • Junkman Higba, who was suspected of being involved in the disappearance of the Magisters in Driftwood, is killed.
  • Junkman Higba, who was suspected of being involved in the disappearance of the Magisters in Driftwood, escaped with our help.

Quest Completion Options:

  • Master Carver is dead. It is unlikely that now someone will be able to get to the bottom of the truth in the case of the missing masters.
  • Magister Carver is dead, and Wyvlia will most likely continue serving her signature stew to the Black Bull Inn.
  • The criminal responsible for the disappearance of the masters is finished. Investigation completed.
  • We leave Reaper's Coast without solving the mystery of the missing magisters.
  • We left Reaper's Coast without holding Wyvlia accountable for what she had done.
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4.1. Reaper's Coast
Divinity Original Sin 2 Walkthrough

Quest: A sharp awakening

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

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

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


Quest: Plundered Caravan

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

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


Quest: They won't pass

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


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

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


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

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

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


Quest: Law of the Order

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


Quest: Man and his dog

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


City herald Togrof tells 3 news.

Tavern "Black Bull"

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


Quest: Losses in the ledger

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


Quest: Love has a price

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


Quest: You can't fill the grief

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

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


Quest: Sleeping Adventurer

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


underground tavern

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

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

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


Quest: Web of Carnal Desires

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


Quest: Driftwood Arena

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

Other buildings in the city

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


Quest: Hide and Seek

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


Children play Alexander and the Ailment.


Quest: Missing Masters

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


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

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


Quest: Strange Cargo

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

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

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


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


Quest: Lost and found

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


Quest: Abrupt awakening (continued)

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

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

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

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

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

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

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

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

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

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

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



Quest: Missing Magisters (continued)

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

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

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

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

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

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

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


Quest: Blazing Prophet

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


Quest: Empty Dreams

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


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




Reaper's Cove

Quest: Shadow over Driftwood

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

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

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

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

3 - Treasure vault.

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

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

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

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

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




Quest: Shadow over Driftwood (continued)

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

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

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


Quest: Taste of Freedom

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

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

[_ Door _]

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

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


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


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

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

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

Quest: Competitors

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

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

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


Quest: Aggressive capture

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

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

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

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


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

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


Quest: Dark Deeds in the Black Mines

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


Quest: Buried Past

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

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

Quest: Ugly Duckling

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


Quest: Bestiality

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

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


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

4.5. Pogost


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


Quest: Family business

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

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


Quest: Stranger in a strange land

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


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


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

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

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

The spirit of an unrepentant sinner.

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

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


Quest: Reluctant Servants

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


Quest: Shelter of heroes

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

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

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

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

4. Vidiya. ---.


Quest: Midnight Oil

Quest: Generous offer

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


Quest: Serpent tongue

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

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


Quest: Existential Crisis

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

1 - What is the meaning of life?

2 - Is there free will?

3 - Is there a difference between good and evil?

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

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

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


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


Quest: They Shall Not Pass (completion)

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

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

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

4.6. Black mines
Divinity: Original Sin 2 Walkthrough

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

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

Near the oil rig we find Oily Key.


Quest: On the last breath

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

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

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

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

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

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


Quest: No way out

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


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

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

Excavations

Quest: Dark Deeds in the Black Mines (continued)

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

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

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

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

Triangular monoliths, visions. Tablet of the Eternals.

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

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

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

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

Riker's Shelter

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

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

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


Quest: Opposites attract

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


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

4.7. heavenly hills
Divinity: Original Sin 2 Walkthrough


Quest: Three altars

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

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


Quest: Test of all seasons

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

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

2. Autumn - electric steam.

3. Summer is a fireball.

4. Winter - ice hail.


Quest: Funeral Rites

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


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

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


Quest: Buried Past (2)

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

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

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


Quest: Dangerous for yourself and others

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

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

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

3. Close the wound quickly.

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

Abandoned Flayer Sawmill

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


Quest: An eye for an eye

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


Quest: Not by washing, so by rolling

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


Quest: Bitter Medicine

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


Quest: No laughing matter

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


Quest: Log like a log

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


Quest: Valuable Loot

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

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

northern glade

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

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

Fault

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


Quest: Sudden Lovers

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

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

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


Quest: Almira's Request

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

4.8. monastery forest
Divinity: Original Sin 2 Walkthrough


Quest: Merchant Eithne

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


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


Quest: Window of Opportunity

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

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


Quest: Three altars (2)

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


Quest: Bestiality (2)

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

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

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


Quest: Monster Hunter

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


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

4.9. Blood Moon Island
Divinity: Original Sin 2 Walkthrough


Quest: Lawyer

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

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

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

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

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


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

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

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


Quest: Forgotten and Damned

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

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

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


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


Quest: Silent

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

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


Quest: Bound in Pain

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

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

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


Quest: Uplifting Deception

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


Quest: Secrets of the Blood Moon Island

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

4.10. Preparing to sail
Divinity: Original Sin 2 Walkthrough

Conditions necessary for sailing from the continent:

Get 3 cells of Source magic;

Learn the spell "Drawing Source";

Find out the location of the Nameless Island;

Help Gareth avenge his parents;

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


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

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

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

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

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


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


Location of the island may suggest:

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

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

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

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

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


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

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The "Death in the Pot" achievement in Divinity: Original Sin 2 is unlocked by serving Garvan a poisoned stew. Garvan is seated at a table across from the bar on the first floor of the Black Bull Tavern in the western part of Driftwood on the Reaper's Coast (coordinates: X:320, Y:150). Upon meeting, the merchant will confuse the main character with the waiter and ask to bring branded stew. But quickly come to his senses when he sees that it is not a waiter standing in front of him, but a glorious hero -, a tamer and. An unfortunate misunderstanding will quickly be forgotten and develop into a friendly conversation. The merchant will talk about his teacher, who died during the attack of the fiends of the Void. At the end of the conversation, Garvan will offer a reward for the return of the missing valuable cargo and point to the place of the attack on the trade caravan (task "Losses in the ledger").

The body of the torn Liam lies in the hills of the Shipbreakers, opposite the bridge with the troll Grog, west of Driftwood (coordinates: X: 200, Y: 160). With a high Perception score of 20, bloody footprints will appear on the ground, leading to a pool of blood and a shallow grave. When you try to dig a grave with a shovel, opponents will appear on the site: the master of beasts touched by the void, and two bears - Pasha and Tasha. After the battle, we inspect the bodies, take everything of value. From the grave we take out the leg of the dead merchant and a few coins. If there is an elf in the squad, we feed him a leg to find out about the last minutes of the life of the slain. We turn on the “Ghostly Vision”, which appears after meeting with, and we speak with the spirit of the merchant Liam, who will ask to find and punish his student Garvan (task “Aggressive capture”).

How to make poisoned stew and poison Garvan in DOS2

We return back to Driftwood to the Black Bull tavern. If you do not poison Garvan with stew and openly accuse Liam of killing Liam, then in a battle with a true killer, all visitors to the tavern will turn against the protagonist's squad and attack the aggressors. In this case, many innocent people will die and reputation will suffer. In Divinity: Original Sin 2, you can prepare Poisoned Chowder for Garvan using a special recipe that appears in the Cookbook after talking to a poisoned girl sitting on a "jerk".

We leave the tavern on the street, inspect the latrine near the northern wall of the building, approach the booth, from which a tense voice is heard, and ask the girl about what happened. In response we get spoiled stew recipe. For cooking poisoned stew, open the "Craft" section (press [G]), go to the "Recipes" tab, select the desired recipe with the cursor in the "Items" list and press the "Combine" button. In the inventory should be Meat Stew and Void-Touched Fish (bream, sailfish, yellow pagr, scarlet bream, brown anglerfish, flounder, mackerel).

After cooking, in a dialogue with Liam, new version answer: "Offer him a bowl of spoiled stew." But he will appear only if at the first meeting in the dialogue the phrase with the usual stew was not used. After tasting the dish, the merchant will run to the toilets, where he can be safely killed. meat stew Sold by Weevlia the Cook and Prudence the Innkeeper at the Black Bull, fish touched by emptiness is found on the floor and tables in the two-story factory south of the tavern. A grenade, a book with new recipes "Blindness: an engineering approach", a battered key, gold and Garvan's Head remain on the body of the killed Garvan.

How to deal with Garvan and Liam in DOS2

  1. If a kill Garvan and bring Liam's head, then the dwarf will give some junk as a reward and mark the location of a buried cache of valuables, because of which he was killed by his own student. The chest is buried near the Eithne camp, northwest of the place where the merchant was killed (the nearest fast travel altar is "Monastery Forest"). On the map, the cache is marked with a red flag (coordinates: X:145, Y:230). The chest contains: a large mastery rune, a legendary item, a medium power potion and 1000+ coins.
  2. If a don't give Garvan's head to Liam and eat an elf from the squad, for example, Sebilla, then the eater will have a unique skill "Trader's Secrets", and the "Exchange" indicators will increase by one. Liam's cache can be independently found and dug up before leaving the Reaper's Coast with the help of a shovel and pumped "Perception".

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