Test of the seasons divinity. Divinity: Original Sin

Test of the seasons divinity. Divinity: Original Sin

/ Answer to the game: / How to get through the seasons in Divinity: Original Sin 2?

How to get through the seasons in Divinity: Original Sin 2?

25/07/2019

The challenge of all seasons in Divinity: Original Sin 2 is a side quest where you need to find a clearing in the forest with four elven statues, and there is also a brazier in the center. The easiest way to find this place is by coordinates - X: 448; Y: 343. You are required to go to the brazier and interact with it in order to start the test: within the latter you will need to attack four statues using different elements.

Winter: the spell "Blast of cold" or "Destructive hail" is used, "Rain" + "General cooling" will also help.

Autumn: you need to cast a fire spell on the water, electrify the emerging cloud of steam (the spell "Electric discharge" will help with this, as an alternative - an electrifying arrow).

Leto: cast the "Laser beam" spell, alternatively - summon a fire slug with the appropriate spell.

Spring: here you need the spell "Blood Rain", for elves their racial ability "Sacrifice of Flesh" is relevant.

Having coped with the last totem, you will see four challengers who will join the battle. All of them are strong and have immunity to their respective elements, which must be taken into account. When you defeat everyone, complete the Seasonal Quest in Divinity: Original Sin 2.

They will not pass

On the Reaper's Coast, talk to the boy named Barin, who is standing on the edge of the destroyed bridge. Or contact the bridge guardian Mary. This will begin the mission.

Go to the house of the guardian of the bridge (through the fortress of the paladins and the cemetery) and deal with the fiends. To open the gate, you need lockpicks and a good hacking skill.

Mary will provide a reward for this (if she survives). Inside her house, you can also find Mary's hatch key.

Plundered caravan

You will receive this quest after you find a caravan of masters near the starting point of the Reaper's coast. Talk to the surviving gnome to find out that the fiends captured the sorcerer and dragged him into a special cave called the Wrecker Cave. After talking with Raymond in Driftwood territory, tell Magister Julian about what happened to the caravan.

Hide and seek

In Driftwood, chat with two children standing near the docks - Ben and Garietta. You learn that their friend Joe tried to swim across to Fort Joy, but disappeared. They are worried about his loss.

Go to the coordinates (X: 450, Y: -46) to find a shark that has thrown ashore on the beach of the Reaper's coast (by the way, not far from the starting point). She does not want to return to the water, because she is afraid of some monsters. Finish the shark in any way, search its body and find a severed leg. Choose an elf and eat this leg in order to find out that it belongs to the dead boy. This is Joe.

Return to the children and inform them of Joe's fate. You will receive the usual reward and complete the quest.

Advice... If you do not have an elf in the group, but there is Fein, then use his many-sided mask to turn into an elf. This will give you the ability to see the memories of murdered people.

Reward: 3000 experience points if you eat a leg and learn about Joe's fate, as well as regular loot.

When to count chicks

On the Reaper's coast you will find a chicken coop with several chickens. If one of the team members has the talent "Animal Friend", then you can talk to the main chicken and find out that their eggs have been stolen. Big Marge will challenge you to retrieve the stolen eggs.

Move to the indicated place marked on the map, which is slightly north of the chickens, and deal with the fiends of the Void. All eggs will be spoiled, but there is one surviving - a little further, on the very edge of the coast. Take the egg and return it to Big Marge.

As a reward for this, you will learn about the place where the treasure is buried - it is behind the chicken coop. Dig it up.

Return to the chickens a little later to find that the hatched Pipir chick has killed everyone else, but for some reason is friendly towards you. He will follow you just as the black cat did on the shore of Fort Joy.

Use the vision of spirits so that the spirit of Big Marge appears, who will say that you must find Pipir's father. Go to the indicated place on the map at coordinates X: 437, Y: 304 to find Pipir's father - Magicockerel.

He will tell you that you must kill Pipir, since the one he sees in front of him is only a killer, not his son. You can agree and kill Pipir or refuse it.

If you decide to kill Pipir, you will receive a reward in the form of loot, and a chest with legendary and epic items will appear next to the Magicockerel. If you decide not to kill Pipir, he will turn into a monster and summon dozens of chicks who will fight with you. After that you will receive a chest. In any case, the quest is complete.

Reward: 5000 experience points (regardless of choice), a chest with legendary and epic items.

Scientist Grebb

Eat three fish that are poisoned. In the Driftwood fishing area, Grebb examines an infected fish infested with the Void. If you agree to eat it, you can get experience and other rewards for this.

He will give you a choice of poisoned fish - brown, red and yellow. After eating, poisoning will be imposed on you for several turns. You will get a mixture of plants from him, depending on what kind of fish you eat - duke for bream, etc. He will also say that he would recommend mixing this herb with the fish you ate to enhance the effect of the potion.

One character can only eat one fish out of three. Eat each fish, which requires three characters. When you talk to Grebb the fourth hero, the quest will be completed, as the scientist admits that there are no more fish.

You can even use hired heroes to complete the quest (if there is no full team).

Losses in the ledger

Return Garvan's property.

There is a man named Garvan at the Driftwood tavern who asks to investigate the missing supplies along the trade route west of Driftwood. Go to the indicated place where there is a troll guarding the bridge. You can kill him or agree to help in the quest "Business competitors".

Follow the bloody tracks and meet the gnomes and their pet Pasha. You can inform Garvan that the property has been destroyed, or return the wooden crate with or without the contents to him. Or you can continue your investigation here.

From a shallow grave, you can dig up the remains, let the elf from the squad eat them to find out that the merchant was killed not by the fiends, but by his companions. Activate the vision of spirits and the ghost of the merchant will appear. You can agree to avenge him, which will lead to the start of the Aggressive Takeover quest.

Garvan only needs his box, and the reward will be different depending on its contents (what you leave inside).

Business competitors

The trolls Gorg and Marg are in the same business, competing for each other. Each of them will ask to kill the other. You can help one get rid of the other. But be very careful about this, as the Gorg troll is a dangerous foe that can kill a weak party member with one blow. Before fighting trolls, be sure to prepare and save your game.

Using fire on Gorg and poisoning on Marga will remove the effect of their blood regeneration.

Aggressive takeover

There is a blood trail to the west of Driftwood, near the bridge. We indicated this location in the quest "Losses in the ledger". At the end of the bloody path, you will find Garvan's belongings, but you will also be ambushed by enemies.

After the battle, use the vision of spirits to find the ghost of the trader Liam. Talk to him to find out the truth about his death and agree to avenge him. If you want to kill Garvan without attracting attention, you must feed him a poisoned meat stew, made from regular meat stew and any fish infected with the Void. Then he will go to the infirmary behind the tavern and attack you as soon as he sees. After searching his corpse, you will receive Garvan's severed head. Give it to Liam, and he will mark on the map the place where the treasure that Garvan could not find is buried. This is your reward.

However, by eating Garvan's head by an elf from the squad, you will receive a unique talent "Secrets of the Merchant", which increases the "Exchange" option by one point. If you choose to do this, Liam will not give you a reward.

If you decide to kill Garven, but he is inside the tavern and did not become your enemy, then do it without warning anyone. You need to have poisonous weapons, rain skill and about 1000 gold coins "in reserve". Cast rain near him and then infect the puddle using poisonous weapons. After that, go outside and return to the tavern so that no one can see you. Wait until Garvan dies, while no one will know who did it.

1000 gold will be needed to bribe anyone who tries to interrogate you (probably about 400-500 coins will be enough, but just in case it is better to have more). Or, you can try to convince such people. After that, do not approach the tavern until the situation calms down and all the NPCs return to their places. This way you can safely take Garvan's head.

Buy Stew meat from Lovrik at the tavern and combine it with any fish you catch. Give the Rotten Fish to Garven. First, you may have to give Garven a regular stew, after which he will ask for the third himself (you can slip the poisoned fish).

You can discover Liam's treasures on your own.

Wish network

At the bottom, under Driftwood, you will meet a strange woman named Dorothea. Agree to look at her ring and choose one vision, each of which will cause one or another reaction. She will ask to meet her in the corner, so you will have to split the squad ( in a known way) and keep the satellites somewhere far away. After you meet the woman, she will transform into a giant spider and you will have to decide whether to let her kiss the hero or draw out a weapon and fight the enemy.

If you choose the second option and defeat the spider, then your companions will receive 4000 experience points, and on its corpse you will find an idol of revival (resurrects a character who has it in his inventory if he dies), two unique daggers and a key.

If you allow me to kiss you, it will bite the character on the neck, and you will receive the talent "Spider Bite", the effect of which depends on which vision you have chosen before:

  • Towering Oak (+2 Strength, -2 Constitution).
  • Curved Feather (+2 Intelligence, -2 Constitution).
  • Gold chest (2000 gold, -2 to constitution).
  • Dragon (+2 to intelligence, -2 to constitution).
  • Cocoon (-2 to physique, one idol of rebirth).

After the kiss, you can attack Dorothea, or you can let go.

Although you need to meet with Dorothea alone, you can use other characters (if he starts) that you control in the battle. Therefore, the fight will be easy enough. To maximize the experience, kiss the spider with all four characters, and the last one, when Dorothea tries to leave, attack her.

Drowning her sorrow

On the second floor of the tavern in Driftwood, you will meet with Captain Ableweather, who will ask you to stop the ringing that torments her. Use the ability to see spirits in her room and you will see one ghost torturing a woman. Convince him to leave, after which Ableweather's torment will end.

Ableweather will mark the location of his compass on the map. When you go there, you will need to teleport one satellite to open the hatch. Inside the cargo, you will find a compass surrounded by fog. You need an undead character to get a compass or a teleport spell.

Strange cargo

After you find Higbu (quest "The Lost Masters") in a barrel of fish in the fishing room, you can help him escape or return him.

If you decide to help with the escape, you must escort the character outside Driftwood, while making sure that he is not caught by the masters. Use your minimap to track the location of the other masters, and use stealth to escape. Or just take the character to the western part of the port and use the teleportation skill to move to the other side of the river.

For this you will receive a reward and a new hint about who the real criminal (the cook in the tavern) is, and where to find Master Hanang. In addition, you can teleport by marker and receive a reward. Do not forget that when you try to escape, you can still return the character to the masters.

Love has a price

A man named Lovrik at Driftwood's tavern has promised you something exotic to try. If you pay him the indicated price, he will provide you with the key to the upper apartment.

Go there alone and spend the night. The next morning, thugs will suddenly appear when you are naked and demand money. If your character is Ifan ben-Mezd, then the thugs will recognize you and just leave. Otherwise, you will either die or lose money. If you play as the Red Prince, the lizard you meet will transform into the Red Princess instead.

Returning to Lovrik, you will learn from him that he did all this for his daughter. If you ask the chef, you will find out that he is lying. Unfortunately, Lovrik will have time to escape.

Driftwood Arena

This quest can be found in the basements of the tavern in Driftwood. In the first fight, you will fight blindfolded, which reduces range and accuracy, so prepare carefully.

Murga, who is to be fought in the second battle, fights like a scoundrel. After its second turn, fiends will appear, which you both will have to destroy. After the fiends die, you will need to defeat Murga in order to get the champion title.

In both battles, be sure to cast shields and various buffs in advance. Be careful with your transformations: a blindfold will prevent you from using different skills.

The first fight can be facilitated by summoning creatures about which you were not told anything.

If Murga does not reach you before the fiend appears, then she will attack your common enemy. Get away from her. The worm will not be as dangerous as the one that appeared in the fight with Alexander, but it is not as bad as the one you could have fought in the swamp. He will try to put the chains of pain on you. Sebilla can break the shackles, but this requires a Source point.

Are you a Level 3 Geomancer? Invest gold and a source point in an artillery mount that can be bought in the market. I used her to defeat Murga after she finished off the Worm.

Burning Prophet

There is an unusual statue on Driftwood Cliff, next to which there are several torches. You need to light all the torches at the same time, but they won't burn for too long. Create an oily surface and cast a fireball or other spell (or fire damage weapon) on it to ignite the torches.

A rainbow will appear and the statue will speak to you. You can choose your reward and get several experience points.

Ugly little chick

There is a sick chicken on the farm north of Driftwood. If you have the Scientist tag and the Animal Friend talent, you can convince her that she is in fact a phoenix. All it takes to turn a chicken into a phoenix is \u200b\u200bto burn it. Cast any fire spell and the chicken will indeed turn into a phoenix egg. You can decide what to do - keep the egg or eat it.

Bestial treatment

On a farm north of Driftwood, you will come across a pair of cows who are actually people - they were turned into cows and enslaved by a certain witch. You will need the Animal Friend talent to talk to the cows. They want to regain their human form, and therefore ask you for help. The quest can be started by simply picking up the key to the witch's house, which is located to the left of the house, on a large rock.

The witch's house is located right in front of the cows. Enter it (we indicated the location of the key above) and take the witch's eye (which is used to create a potion and return the human form to cows). Then open the hatch that leads to the dungeon (requires the fourth level of theft). If you do not have the necessary thief skill, you can meet with the witch in the monastery forest to get the key to the basement. But keep in mind that the battle will be difficult.

In the basement you will find many exploding rats. Attack holes in the walls to stop them from appearing. You can also find the lever that opens the door, although it can also be unlocked with the fourth level theft skill. Or even teleport inside!

In the basement, be sure to take the witch's potion (which will turn you forever into a cow if consumed). You can also find the witch's book on the giant frog. You may have to kill the frog to retrieve the book, as it will not give it up. The presence of the tags "Scientist" and "Mystic" will allow you to decipher the recipe book that fell from the frog in order to create the desired potion. Otherwise, use our recipe: Growth Booster + Boletus Mushroom + Witch's Eye.

If you drink the witch's potion to transform into a cow, the quest will be completed automatically, and you will receive 10,775 experience points. This is not recommended as you can only craft one potion and you will have to return two cows to form.

Take the potion so that you end up with two of them (one was crafted, the other was found in the witch's house). Return both potions to the cows and get 13,450 experience points each. In total, you will be rewarded with 26,900 experience points.

Reward: 10,775 experience points if you drink a potion and turn into a cow; 13,450 experience points for each cow that returned to human form - there are two of them, so there will be a total of 26,900 XP.

A test of all time

To the east of the Driftwood Altar of Wanderings, you can find an elven structure across the river. There are four statues surrounding the brazier (coordinates - X; 450, Y: 340).

To complete the challenge, you will need to attack four statues using different elemental skills:

  • Winter Hero - spells "Winter Blast" or "Hail Strike".
  • Hero of Autumn - Static Cloud Arrow, or manually cast fire spells on a pool of water, then attack the cloud with a lightning spell.
  • Summer Hero - Use the Laser Beam spell.
  • Hero of Spring - Use "Blood Rain" or the ability of the elven race "Sacrifice of Flesh".

Be ready! As soon as you light the last totem, then four heroes will appear and begin a battle with you. Each challenger (Winter, Summer, Spring, Autumn) is immune to their respective element. These are pretty strong rivals if you are on the same level with them. Defeat all the enemies for the brazier to speak to you, congratulate you on your victory and create a chest with a phoenix heart. This will end the quest.

Reward: 20,775 experience points for each killed opponent - in the amount of 83,100 XP; 51,900 experience points for completing a quest; heart of a phoenix (which gives the skill "Flaming tongues" if eaten by an elf) and a chest.

Hints:

  • Summon a fire slug (magician's ring) to activate Summer's statue, as it also uses a laser beam.
  • Splash out the blood to activate the Spring Statue. You can do this by attacking the companion near the statue.

Speaking in Forked Tongues

In the graveyard, you can find a Raptor Chest, between two fire-breathing statues. Let the lizard talk to him and you will find out that a password is required to open. Fein's transformation into a lizard won't help you.

The password can be learned from the salamander in Riker's mansion, but you need a lizard character with the Animal Friend talent. Teleport the chest out of flames. Breaking it down will give you loot, but you won't solve the quest.

Family business

At the cemetery gates there is Tarquin, who asks to investigate the family crypt and get a family relic. You can get the key from the petrified sorceress found in another underground room. In the first room, there are two buttons on the wall that you need to approach to find them. Click on these buttons to open the stone gate.

Allow one of your companions to enter the third room and stand on the pressure plate. Then use the vision of the spirits (which you will study in the quest "Abrupt awakening") to find three levers on the wall. Click in sequence on the middle, left and right levers to open the secret hatch. If you have already touched the levers before using our combination, then you need to "reset" the middle lever. Pull the middle one until the water comes out, then interact one time with the left and right.

There is a treasury under the hatch. Use the character with the highest luck to get the loot. The artifact lies in the coffin. If you have a lizard, then he will understand in which language the inscription is engraved. When you try to leave the tomb, all the clay guards will revive and attack you. Tell Tarkin about the completion of the task, after which the man will say that there are other artifacts on the Blood Moon Island. When you travel to Blood Moon Isle, you can find a hatch in its northeast corner. It is hidden in a rather witty place.

Inside the vault is the other half of the artifact. When both halves are on your hands, then talk to Tarkin. Sometimes he will not be at the cemetery gates, but on the "Lady Revenge", near the boat. If you travel to Lady Vengeance by fast travel, Tarkin will be right next to you.

Hints

You can destroy the clay armor before looting the room to avoid the fight.

If Tarkin is missing, then one of the possible solutions is to follow the marker to the "Madam Revenge", taking the boat from the shore, and then re-use the boat to the gallery. Tarkin should appear near the boat.

There is a much simpler way to enter the crypt:

  1. Look at the stairs leading down the crypt.
  2. Go left.
  3. As soon as you go down the hill in front of the gate, you will see a crypt with statues of two knights with shields.
  4. Destroy or open the gate (there is a lever on the right side).
  5. Enter the tomb.
  6. As soon as you go down into the tomb, then do not touch anything, or you will be petrified.
  7. Use the spell "Blessing" or "Ice armor".
  8. Or kill Kanna to get the key to the tomb to get inside.

Stranger in a foreign land

Use the vision of spirits near the altar of wanderings in the graveyard to see the ghost of the lizard near you. He will ask to dig up his remains and burn them in eternal fire. Place the remains of the raptor in the part of the cemetery where the representatives of this race are buried - where the two dragon heads are located, exuding fire. The ghost of a lizard will appear and thank you.

Existential crisis

At the cemetery you will hear a voice begging for help - coordinates X: 625, Y: 153. He asks to dig up the remains. Agree to do this. After you dig up the character, a skeleton named Crispin will appear, claiming the role of a philosopher, challenging you to a duel. At this point, if the character talking to him is not undead, you will need to prepare and defeat him. Otherwise, you can feel free to join the battle immediately.

He will have three questions for you. The wrong answer to any of them will lead to the instant death of the character. The most common way to win for non-undead characters is to read Essence of Being, three volumes, to destroy the skeleton.

However, if your character is undead, simply select the "Undead" labels in all three questions and you will automatically win (for example, if you have Fein). You can also give correct answers to questions by consistently using the tags jester, mystic and scientist. Unfortunately, due to the inability of any character to have all three tags at the same time, reading at least one book will still be necessary. The first volume contains the answer to the first question, the second to the second, and the third to the third.

You can find all three volumes at Riker's Mansion. The first volume was found where Riker is, in his private office. The second is located in the living room on the lower floor. The third volume can be found on the second floor in Riker's bedroom. Please note that if you take the books, it will be considered theft. And to get into the bedroom on the second tier, you will need to break the door.

If you answer the first question correctly, you will see how the skeleton trembles. If you answer the second question correctly, he will scream. If you answer the third question correctly, the skeleton will explode. Correct answers to all three questions will lead to the successful completion of the quest, for which you will receive 21,525 experience points and a book with a skill from Crispin's body.

REMEMBER that Fein, as an undead, can answer all three questions correctly.

Lowse can answer the first and second questions, being a jester and a mystic, but the third will require the third volume of "The Essence of Being". It is located next to the bed in the room with the cat and the dog, on the second floor of Riker's house.

Shelter of heroes

To the south of the graveyard wanderings altar, there are coffins with four heroes. Examine them to find out four places where treasures are buried. But if you study all four coffins, then undead heroes will revive and attack you. After that, go to the marked points and find the equipment of the heroes to complete this quest.

Kill each hero one at a time, as after the first death they will resurrect in a more powerful form. Therefore, first kill one hero twice, then another, etc.

Resisting servants

In the cemetery, you will find the gravedigger Farima, who begs to kill Riker. After you do this (Riker is in the private office of the mansion), then inform Farima. You will be able to kill Riker after completing The Generous Offer quest, which will maximize your profits.

Generous offer

In the mansion in the cemetery there is a character named Riker, who will ask you to get a special tablet, in return for which he will teach you how to control the source. The tablet is located inside the caves in the Black Mines. In Rust's room (at the sawmill), you will find a contract suggesting that Riker is the Lone Wolf killer, tasked with destroying all the believers he comes across.

Travel to Blackpit on the southeast coast of the Reaper to find that the gate is guarded by wizards, blocking further path. If Raymond gives you the authority to help the magistrates, you can go through the gate without any obstacles. Otherwise, you will have to defeat the guards.

Outside the gate, you will see a white magician who interrogates the bricklayer (Hannag's apprentice, required for the On the Ropes quest). After killing the master, you will lose the thread of the task, after which the fiends will also appear.

On the other side of the harbor, Quartermaster Anna guards the entrance to the mine. Defeat her to get inside. This shaft is filled with oil traps and pipes. Use boxes to block pipes and disarm them. Or use teleportation to pass this place. If you have two teleportation pyramids that you could find in Dallis's hidden room on Mistress Revenge, then leave one pyramid with one satellite and the other with the other. So you can teleport the whole team.

In the depths of the cave is the Screaming, guarding the altar of wanderings. Use the skill "Source of Vampirism" to destroy it (there is a corpse on the broken bridge - if you teleport there, you will find a note and a key).

Note. If you have a special wand that you found in Fort Joy, you can use it to kill the Screaming. If not, then you need to master the source and complete the ritual in the "Sharp awakening" quest in order to learn the "Source of vampirism" skill.

Moving forward, you will see some battle masters fighting the fiends of the Nether (at the excavation site). Hit the fiends, after which you can convince the masters (if any of them survived) to just walk by. If it does not work out, then you will have to kill them too. Take the key to the room nearby from one of the corpses of the masters. There is a hidden stone door inside the room - you need to get close enough to see it. There is a strange device behind the stone door that will teach you how to craft a mask (requires one source point).

Leave the excavation site by going to the workshop where the group of masters is located. You need to defeat them and destroy the gate (use fire skills on oil barrels) to open the way to the Ancient Temple. Interact with the device in the Ancient Temple to get additional information... The clue to the puzzle is in the book on the corpse inside the Ancient Temple. The second page will say that each God is an element or power:

  • Ralik is the earth.
  • Duna is air.
  • Tyr is blood.
  • Zorl is fire.
  • Vrogir is fire.
  • Xanthessa is the mind.
  • Amadia is magic.

The correct order would be Amadia, Tyr, Duna, Zorl, Xanthessa, Vrogir and Ralik.

After you hit all the pillars in the correct order, the force field will disappear. The item you need is in one of the boxes near the sarcophagus. Take it out and return it to Riker. Touching the sarcophagus will ultimately lead to a difficult fight.

Return to Riker's mansion, go to his private office through the hatch. Riker will sacrifice the souls of farmers to provide you with more source points (increase source points, but not more than three). He will then attack you, so get ready for a fight.

If you just give the artifact to Riker, he will give you a blueprint. A door without a keyhole can be opened using the switch near Riker, next to the mirror. Use the spell of vision of spirits during the fight with Riker to see the souls of your defenders, allowing you to instantly kill them using the source of vampirism.

On the Ropes

Hannag, one of the Source Masters, will give you this quest after you save her from the Masters (near the altar of wandering in the monastery forest). In return, she will teach you how to control the source. Apprentice Hannag can be found at Black Mines. However, when you get to him, you will find that he has already escaped, and a group of masters grabbed his family and is preparing to execute. You can fight them or leave them alone.

Before continuing to study the black hole, you need to overcome the guard at the gate in the form of masters. If Raymond (Law of the Order) has authorized you to investigate the incident, you can go through the gate without any violence. Otherwise, you will have to fight enemies.

Gwidian, Hannag's apprentice, is bound and interrogated by white magicians. Now you can free him, but because of this, everyone will become hostile and attack you. This is a very difficult battle, so get ready, choose skills related to water, as there will be a lot of fire and oil fiends. After freeing Gwydian, use the waypoint to teleport to the monastery forest and report it to Hannag. Hannag will teach you the knowledge of the source, increasing the maximum supply by one point. If you already have two source points, then now there will be three of them.

Three altars

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

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

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

Elven Seer

  1. Sawmill - Saheila.
  2. Reaper's Coast is an elf camp.

If you managed to convince the elves to let them into the place of the ritual, then after its completion you can talk to them. You learn that Saheila has been kidnapped by the lone wolf Rust and is held captive in the sawmill. If you have a high level of persuasion, you can convince the elves to leave her there.

Your next goal is to go to the sawmill and get inside. Saheila is held captive on the floor of one of the buildings. Most of the territory is well guarded by Rust's people, which means that you will either have to pay a good price or fight with 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 will be in a small room throughout the battle, you will greatly simplify your task. When the battle is over, you will be able to free Saheila. She will ask you to escort her back to the elf camp. If you defeat the people of Rust, whom you met before, then there should be no problems with this task.

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 the three powerful items to choose from - depending on the character class.

Lost and Found

Reaper's Coast - Lagan

Not far from Driftwood, you will stumble upon a fishing hut in which a character named Lagan lives. He will tell you that he lost his ring and will ask you to return it.

At the same time, 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.

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

Choice 1 - give back the ring.

Talk to Lagan and in a conversation with him, confirm that you really want to return the ring to him. If your conviction is big enough, you can convince him to give extra gold.

Reward: 5000 experience points and additional gold.

Choice 2 - keep the ring for yourself.

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

Reward: copper ring.

Saheila tribe

Reaper's Coast - Elven Camp

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 live on the territory of the Reaper's Coast. You can do this at this location, since the camp of the elves is located here.

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 options.

Ending 1 - obtain permission.

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

Reward: 5800 experience points.

Ending 2 - you were denied access.

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

Reward: absent.

Funeral rites

If you were 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 this). Your task is to choose those dialogue options that will impress the elves as much as possible. In the dialog box, these are always 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 ones to choose from depending on the character class (only if the ritual ends well).

Wishful thinking

Reaper's Coast - Genie Lamp

You will see a mysterious lamp lying on one of the beaches of the Reaper's coast.

If you interact with her, the Genie will appear. It turns out that the lamp was thrown out because the Genie is being 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 can convince the Genie to fulfill the desire, and not pester you. You will be able to choose which wish the Genie should fulfill.

Reward: 9750 experience points and an item you wish for.

Ending 2 - battle with the Genie.

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

Reward: absent.

Bite

Activate the ghostly vision at the sawmill to see the ghost of an elf located by the timber. He will ask you to help him in 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! Use a source of vampirism on it to finally destroy and consume a source point. You can learn this skill in the Abrupt awakening quest.

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

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

Steadfast spirit

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

It was burned by the lone wolf Pigsbane, who is still alive. 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 take the reward.

Former lovers

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

She was killed by her former lover named Firewater. And he did this in order to pass initiation and join the ranks of lonely wolves. Now she wants to hear him say her name so that she can rest. 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.

Rust Anlon made him come here and work for Volkov. After you kill the Lone Wolves, talk to Corbin and tell him that he is free. Invite him to the Mistress Revenge gallery.

Kill reward

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

An eye for an eye

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

You can get different rewards:

  • Tell him you like the air (Pressure Spike).
  • Surge of pain around (Global cooling).
  • Say you are looking for earthly strength.
  • You can also choose a board in the form of a source - you can absorb the ghost of the master.

Bitter potion

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

He was tricked by the Lone Wolf representative Snakeroot, who forced him to consume the poison. He wants her to die. You can absorb the spirit of this lizard or kill the "lone wolf" marked on the map with a marker. Ask the character about the reward if you 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 reveal 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 task, then it seems that this task can no longer be completed. Return to the quest giver for your reward.

Reward to the finder

Use the Spectral Vision at the Lone Wolves Sawmill.

Then talk to the spirit of the paladin. After you take the mummy's head, hand it over to the paladin to complete the quest. The task is easy - the required points are marked with markers.

Dangerous to yourself and others

To the northeast of the graveyard (cemetery), you will stumble upon the healer's house. Reassure him that he can confide in and tell you about his problems, allowing him to enter the house to heal 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 who does not have the "Scientist" tag, then there will be no way to cure the girl. The only option in this case is to kill all opponents that appear on the location. However, if you approach her with a character tagged "Scientist", you can indicate that she is suffering from a trepanning wound. The healer will ask you not to kill her during the battle, so that he can heal her. In any case, both paths will lead to the seeker, who attacks you along with the four spawn of her nightmares (Natalie's Suffering, Natalie's Fury, Natalie's Despair and Natalie's Fear).

In the ensuing battle, you will face four monsters created by their emotions Natalie, and Natalie herself. Each enemy killed will reward you with 10,775 experience points. If you decide to cure 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 first recommended to kill the monsters, and only after that attack Natalie herself. Of course, if the fight seems too difficult, then ignore the monsters and attack Natalie.

After successfully weakening the girl, a dialogue related to the operation will begin. To ensure that Natalie does not die during the operation, you will need the help of a healer to hold her, so you should not start the operation right away. Select dialogue options:

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

You will successfully heal Natalie and for your efforts you will receive 13,450 experience points. 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 a merchant (do not forget that healing spells damage undead, Fein). After that, you will complete the quest.

If the girl does not survive during the operation, then you will not receive experience points and minimize your relationship with the healer. The quest will also be completed after you simply kill the girl in battle (unless the characters with the "Scientist" tag approached her). In this case, apart from 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 opponents.

Reward:

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

Bury the past

To start this quest, you must travel south of Driftwood, at coordinates X: 380, Y: 274 - inside or in front of a burning house. If you start the quest in the area X: 380, Y: 274, you will find Gareth standing over an old friend, White Magister Jonathan. After a short dialogue, you will be given the opportunity to convince Gareth (intelligence or memory check) or 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 a quest in Paradise Downs or find Gareth after the above phrase, then he will want you to kill the silent monks in revenge. These monks are on the farmer's house, you will have to convince the paladins to let you in. You can do what he asks, or talk and convince him that this is absenteeism.

Opposites attract

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

Hunter of Evil Spirits

In the house located east of the Monastery Forest, there is a demon hunter named Jaan (the same Jaan from the original Divinity: Original Sin). Approach it to automatically receive 14,975 experience points for research.

Jaan will ask you to explore the Blood Moon Island and kill a powerful demon called the Lawyer. If your team has Lowse, you can let the girl talk to him to increase your reputation by 10 points. He agrees to help Lousa in exchange for killing the demon Advocate. In any case, you will progress through the quest and earn another 7,500 experience points.

It is highly recommended that you complete three other quests along with this quest, as they are all partly related to their location - "Secret of the Blood Moon Isles", "The Lawyer" and "The Forgotten and Damned". Rewards and quests will be listed separately.

In Jaan's house there is a book called The Decorated Psalter, which is needed to complete the Forgotten and Damned quest. By reading this book as a character with the tag "Scientist" you can get 14,450 experience points (but if you have not read it by another hero).

Travel to Bloodmoon Isle through the port in the Monastery Forest, or use the ghostly vision spell near the broken bridge near the altar of wandering in the fields of Driftwood. You can teleport safely using the ghost bridges that appear. In any case, after you find yourself on the island of the Blood Moon, talk to the Advocate in the demon camp and agree to complete his personal task, since in this case you will be able to get a large number of experience points and advance along the main storyline. You can also kill the Lawyer right here and now, at the first meeting, but it is not recommended to do this - it is better to kill him after completing the task and collect the maximum possible experience points and a reward.

Having dealt with the Masters of the Black Ring who surrounded the tree, you can kill the Lawyer himself. In battle, he will be assisted by three characters and a dog (the other dog will stay on the beach - you can kill it and get 7225 experience points). Deal with the pickpocket Basatana before attacking the Advocate. Killing the Lawyer will give you a measly 7225 experience points, but it drops quite powerful loot. You will also earn 7225 experience points for killing a dog and 28,900 experience points for killing each of the other four characters (Pickpocket Basatan, Chtiltia, Lady Agony, Eiren Havok, and the knight. Once they are all dead, do not forget to search Basatan and take the scroll.) Also clear the area of \u200b\u200bthe remaining enemies to gain experience points and loot.

After you kill the Lawyer, you will need to find out the name of the demon. When you report to Jaan, you can go to the Ancestral Tree, activate the ghostly vision spell and talk to the spirit of this Tree to find out the name of the arch-demon Jaan.

To talk to the Tree, you will need to find out his name, which you will find if you read the archivist's journal in the Archives located in the picture below (this archive is actually associated with the "Secrets of the Blood Moon Island" quest). Say the name of the Tree and earn 66,200 experience points, and you will also learn the name of the arch-demon who settled in Dr. Daeva.

The screenshot above shows the entry to the Archives. You will need a high enough intelligence level to locate the mound and dig it up. By entering the Archives, you will receive 50,575 experience points. Tell Jaan that the Advocate has been killed and you will earn 36,100 experience points. As the dialogue develops, you will receive another 36,100 experience points, for a total of 72,200 XP. After you reveal the demon's name to Jaan, then officially complete the quest and get a choice of something from the legendary loot. If Lousa is in the swami, then Jaan will try to cure her, but ultimately fail. He will then agree to join you on Mistress of Revenge and meet the demon later.

Reward:

  • 14,975 experience points for approaching Jaan's house.
  • 7500 experience points for agreeing to explore the Isle of the Blood Moon.
  • +10 Attitude to Lowe if you let her talk to Jaan.
  • 14,450 experience points for reading the book "Decorated Psalter" by a character with the tag "Scientist" (the book is associated with the quest "Forgotten and Damned").
  • 7225 experience points for killing a Lawyer and two dogs (for each opponent). A total of 21,675 experience points (one dog will probably stay on the beach and have to go to her).
  • 28,900 experience points for killing each of the four minions of the Lawyer during the fight with him. A total of 115,600 experience points.
  • 50,575 experience points for penetrating the Archives and searching for the archivist's journal (associated with the "Secrets of the Blood Moon Island" quest).
  • 66,200 experience points for giving the name of the Ancestor Tree (associated with the "Secrets of the Blood Moon Island" quest).
  • 36,100 experience points twice (72,200 XP in total) for giving Jaan the demon's real name after you kill the Advocate.
  • Choosing an item from the legendary category at the end of the quest with Jaan.

Secrets of Blood Moon Isle

This quest can be obtained after you learn about the Black Ring's attempt to get through the fog of death that surrounds Blood Moon Island. After you find yourself on this island, go to the place indicated in the picture below - this is the entrance to the Archives.

Just getting inside the Archives, you will receive 50,575 experience points. You can also apply ghostly vision and talk to the spirit of the Archivist. Regardless of which dialogue option you choose, 14,450 experience points will be credited. In the Archives, find the archivist's journal and read it to find out the name of the Ancestral Tree - Eleaness.

Walk forward and discover that the wall is actually an illusion, the hidden door will need intelligence to see it.) Pick up an unusual blade to get 50,000 experience points. If you interact with him as a lizard character (Red Prince), you will be able to understand the words engraved on the blade. There is also a locked Tenebrium chest, which will consume one unit of source from your character with each interaction. But if you use a master key, then the source will not be consumed. If you search the chest, you will find a green teleportation pyramid. The first two you could find in Dallis's quarters on the Mistress of Death (one on the table in the quarters, and the other in the secret room).

The Ancestral Tree is located in the center of the Blood Moon Island, but at the same time it is surrounded by the Masters of the Black Ring, who will attack you as soon as they see you (unless you pass the check during the conversation). Approach the tree to attack enemies. It is recommended to start the "Lawyer" quest, and then kill the same masters, but for a much higher amount of experience points.

If you haven't killed the Lawyer yet, then he will not allow you to talk to the Tree, so you may have to deal with the demon. Killing the demon is also part of The Hunter of Evil Things quest, so it is recommended that you kill him in conjunction with this quest.

Kill the Advocate and cast a ghostly vision to speak to the Ancestral Tree. Say his name (Eleanessa) to start a serious conversation. The tree will thank you for relieving his pain. You will receive 66,200 experience points for saying the name of the Ancestor Tree. Then the Tree will ask you to kill Dr. Daeva, who is possessed by the powerful arch-demon Adramalich (this quest will start another task "Doctor's orders").

Like many other quests on the island, after these actions the quest will be completed.

Reward:

  • 50,575 experience points for simply finding and entering the Archives.
  • 14,450 experience points for communicating with the spirit of the Archivist.
  • 50,000 experience points for picking up an unusual blade.
  • Green Pyramid of Teleportation - lies in the Tenebrium chest near the Unusual Blade.
  • 66,200 experience points for using the real name of the Ancestor Tree.

Lawyer

Travel to Bloodmoon Isle using the port in the Monastery Forest (you will have to pay a little gold) or the ghostly vision spell on the ruined bridge near the altar of wandering in the fields of Driftwood. In the second case, a ghost bridge will appear, which will allow you to teleport to the Blood Moon Islands. You can also use the Spread Your Wings skill to move between the pillars of a place and cross it.

When you get to the island of the Blood Moon, then talk to the demon Advocate. It is located in the west, close to the beach. He will ask you to help him in destroying the forces of the Black Ring, which surrounded the nearby Ancestral Tree. Calling him the king of the fiend of the Nether, you will cause the appearance of monsters that attack your squad. Fortunately, the Advocate, along with his allies in battle, will take your side.

Note. While the Void Fiends appear, you can use the chaos on the battlefield to kill the Advocate. In this case, you will be left without a quest reward.

Agree to help the Lawyer, and he will immediately teach you the ownership of the source. You will get another point towards the maximum headroom. If you already have the maximum possible three slots, then your character will receive a book with a random skill from the Lawyer instead.

Approach the Ancestral Tree located to the north of here and prepare for battle. There will be four Masters of the Black Ring, two of whom will summon golems (two) to assist them in battle. Bone golems will allow you to earn 14,450 experience points for each. At the beginning of the battle, a powerful destroyer (undead) of the Black Ring will also appear, but for killing him you will not receive experience points.

After all opponents are dead, the Lawyer will immediately appear, with whom a conversation will begin. Ultimately, the Lawyer will point out the location of the Nameless Island, as promised before. In fact, the quest is over, although you can still attack the Advocate right now.

Reward:

  • One point to possession of the Source or a book with a random skill (if you already have three slots for the Source).
  • 14,450 experience points for killing each of the two bone golems, which are summoned by two masters of the Black Ring near the Ancestral Tree. A total of 28,900 experience points.
  • 28,900 experience points for killing each master - for a total of 115,600 experience points.
  • 194,550 experience points for the destruction of all representatives of the Black Ring, as well as information about the location of the Nameless Island.
  • One item of your choice from a rare category (after completing the quest).

Forgotten and damned

A shiny sculpture will appear on Blood Moon Island in front of the demon camp. You can interact with the statue to start this quest. This quest can be activated in another way - take the book "The Taming of the Sacred Fire" and read it by the character with the tag "Scientist".

There are three sculptures on Blood Moon Island. To activate them, you will need to read a book called The Taming of the Sacred Fire. This book also has the title "Decorated Psalter" (roughly the title will be before you decipher the book with a character tagged "Scientist"). You can find a book in one of these places:

  • Jaan's house (read the first quest of this location).
  • Archives in the northeastern part of the island.
  • On one of the corpses of the masters after you kill them near the Ancestral Tree.

You will need a character tagged "Scientist" who can decipher the book. After reading the book to scientists, you will receive 14,450 experience points. However, before entering the vault, first travel to the northern part of the island and find the ancient forge (at coordinates X: 317, Y: 479). Use this forge to combine it with a silver bar to create a silver lever. You will need two silver levers for the second and third vaults. Silver ingots can be found near the forge and on the Black Ring member inside the unfinished crypt.

In the southern part of the island, near the camp of the demons, three vaults are scattered. Use the psalter to destroy the statues and enter the vault. The quests "Megalomania" and "Bound by Pain" require you to install a special silver bar lever. See below for more details.

Here you will find a green teleportation pyramid and medical notes, which will allow you to start the tasks "Megalomania" and "Silent". For more information, see the description of the Secrets of the Blood Moon Island quest.

If you read the notes, you will understand that these vaults are actually inhabited by people infected by demons that the healers could not cure. Thus, these sufferers were locked up along with the healer so that the demon could never become a threat to humanity.

This crypt is unfinished and does not actually contain anything of value with the exception of one silver bar. However, its study may be required to complete the current quest.

Upon entering this vault, you will come across a broken linkage that requires a lever made from a silver bar. This is needed to repair and open the door. Unfortunately, when you try to use the lever, it won't work. Activate the ghostly vision spell to see the spirit of Brother Robert located near the statue. Talk to him, pass a persuasion check so that he opens the door and asks to kill the creature inside.

Enter the room and walk forward a little. If any character absorbs the energy of the source from a puddle in the room, then the lizard will begin a conversation with him. So be careful! If you agree to free the lizard, then Rajarima will absorb the entire source of your hero and break free, which will lead to the beginning of the battle. Be careful that after liberating and starting the battle, your opponent will throw a powerful storm of arrows, which will cause huge damage to the squad, especially if the heroes are grouped at one point - perhaps this spell will even kill two or three heroes. In any case, you will have to kill the possessed one.

If you refuse to release her, you will eventually have to pass a speech test. If you succeed in dialogue, then Rajarima will not be able to steal the source points from your character, and will not be able to break free. Then you can millet shoot arrows at her or use ranged spells to take out the enemy safely.

Ultimately, the easiest way here is to attack the lizard from a height at the very beginning. Do not even bother finding the source and absorbing it, so that the lizard does not speak to you. Regardless of the method you choose, once the raptor dies, you will earn 36,100 and 21,675 experience points for a total of 57,775 XP. So the quest "Megalomania" will end. Be sure to chat with Brother Robert's spirit, share the decision, and collect your reward.

This hideout is the main location in the Bound by Pain quest. Go through it, activate the ghostly vision spell and talk to the spirit of Brother Calvin. Either way, move forward and repair the broken lever using a lever crafted from a silver bar. Then talk to Brother Calvin again and convince him to open the door for you. You will need to pass a speech test to convince Calvin to do so. Be careful: Speech testing requires intelligence. It looks like you will fail even with a conviction of seven points. A memory test can be passed with five persuasion points.

In any case, as soon as the door opens, you will find yourself face to face with a possessed gnome. He will ask you to destroy the pillars - when they are destroyed, of course, the gnome will free himself, which will lead to the beginning of the battle. Unlike Rajarima from the second hideout, the gnome is a much weaker opponent. You do not need too much effort to destroy it, and for this you will receive 28,900 experience points.

After the gnome dies, a demon will appear and immediately attack your squad. He's slightly stronger than the possessed dwarf, but still a relatively easy opponent. The danger in this case is that when dealing damage to the demon, there is a chance that he will instantly wrap one of your squad members and force him to fight against you (this effect manifests itself as a "Demonic invasion" and is not healed). Just attack the possessed ally to bring him back to his senses or kill him. So the demon will leave the body of a comrade. Attack him, and after death, you will receive 21,675 experience points.

In addition, there is a bug where, if you allegedly inflict the last, fatal blow on the demon, then it disappears, placing the Demonic Invasion debuff on one of your squad members, but this character does not really “go insane”. In this case, the battle ends, and the debuff on your character remains until the character is dealt lethal damage, which is why a demon suddenly appears and the battle begins again.

An alternative, better option is to simply save the gnome from invasion. The trick is that you can damage the gnome with the same character, but not kill him. You will probably need to cast healing spells on the dwarf so that he does not die. Continue until it falls no more, then destroy the pillars.

The moment the pillars are destroyed, the demon must leave the dwarf's body, leaving the dwarf unharmed. At this stage, everything will happen as above. Attack the demon, and if he possesses one of the members of your squad, then kill him to make the enemy show himself. After the demon dies, you will receive 21,675 experience points. In this case, however, the dwarf will survive, and talking to him will result in another 36,100 experience points. The quest will be completed.

When you leave their hideouts, be sure to talk to Brother Calvin about your choice to receive your reward. If you failed to save the gnome, then Brother Calvin will most likely disappear, leaving you with nothing.

This storage is associated with the quest "The Silent". Enter it and activate the ghostly vision spell to see the spirit of the healer, Brother Morgan. Talk to him and he will ask you to free the poor girl imprisoned in the shelter. Agree or lie to him, and he will open the shelter.

Inside, to talk to the girl, you must first pass a Cat Speech Check (Animal Friend talent required) in order for her to allow you to talk to her mistress. In the event that you cannot pass the speech test, there will be no choice but to kill the cat and get 1400 experience points. Break the source chains that bind the girl and talk to her, but note that if you do not pass the speech test, the girl will not be able to get out of sleep. If each of the four characters of the squad has not passed the speech check, then there is nothing left to do but leave the quest unfinished (or not change the companion). You also need to pay attention to the fact that you cannot kill the girl - in the game she is invulnerable to attacks of all types.

If you pass the speech test, you will receive 14,450 experience points and will be able to teleport the girl aboard the Lady Revenge, where you can heal her and complete the last stage of the quest. The quest "Silent" will be completed. Talk to Brother Morgan to receive a reward for your efforts.

After exploring all four vaults, the quest should be automatically completed. The final entry should be "We found and cleared all four hideouts on Blood Moon Island."

Reward:

  • 14,450 experience points for reading the book "Decorated Psalter" by a character tagged "Scientist".
  • 57,775 experience points for killing the possessed raptor and completing the Megalomania quest.
  • 21,675 experience points for killing a demon that has taken over a dwarf from the third vault, as well as 36,100 experience points if you keep the dwarf alive by completing the Bound by Pain quest.
  • 14,450 experience points for being able to wake the girl from the fourth hideout and complete the "Silent" quest.

Druid

Read the archivist's journal found in the Archives in the northeast of Blood Moon Isle. This will give you the name of the Ancestor Tree.

On the ruins in the western part of the island (where you will encounter some demons) use the ghostly vision spell to see the spirit of the druid. He will ask you to ease the suffering of the Ancestor Tree. The tree is located in the center of the Blood Moon Island itself, but in order to get there, you will need to defeat the members of the Black Ring.

To talk to the Ancestral Tree, activate the ghostly vision spell to ease his suffering. You may also have to kill the demons, which are the objects of Luose's personal quest "The Hunter of Evil Spirits."

Then the Tree will ask you to kill the doctor who is possessed by a demon (this is how the "Doctor's Prescriptions" quest will begin). After freeing the Ancestral Tree, chat with the spirit of the druid and complete the quest.

Doctor's orders

You can learn the name of the demon from the Ancestral Tree on the Blood Moon Island. If you talk to Jaan, he will tell you that the doctor is currently hiding in the Arx location. Investigate the wedding place in the "Secrets of the Dwarfs" quest to find out that it was this doctor who sent an explosive wedding cake to the dwarves.

Outside the Arx school, the unfortunate citizen will tell you that the doctor thanked you for serving him on Blood Moon Island (if you helped the Lawyer). In addition, you will need to kill Isbeyl ("Secrets of the Dwarfs" quest) or Lord Kemm ("Leader Kemm's Refuge" quest) in order to receive an invitation to a meeting from the doctor.

You can find a doctor (level 20) in the Black House in the northeast of the Arx location. The Illness will already be waiting for you near him. Talk to her and she will teleport the squad to the demon's dimension. When you walk with Illness, you will see candles. Smell them, make a moral choice, but even after that, the health reserve will be in the region of 11,000 HP. After you sniff all the candles, go inside and, first, finish off all the nurses who are restoring the doctor's health. When attacking them, use physical damage, since enemies have very strong magic armor.

When you destroy all the nurses, then talk to the doctor so that he first reveals his true form. Try to use up the entire supply of the source as soon as possible, as the demon can suck it out of you. Defeat the enemy and then talk to Louse.

You can visit the doctor's basement and find the trapped Jaan inside. There are also a huge number of magic-locked rooms that you can open with a simple lockpick. One of the chests contains Quinn's armor, which will give you the ability to fly.

hint... If you throw a box of deadly fog at him, he will be instantly killed.

Bound by pain

To start this quest, you need to get into one of the vaults sealed by the statue on Blood Moon Island. To open the statue, you must allow one of the Scientist-tagged characters to decipher the Decorated Psalter to transform it into The Taming of the Sacred Fire. This book can be found in several places, including the Archives in the northeast of the island and representatives of the Black Ring near the Ancestor Tree.

Travel to an ancient forge in the north of Bloodmoon Isle to create a Silver Lever from a Silver Ingot. Use this lever on the slot inside the shelter, then activate the ghostly vision and ask the spirit to open the door. If he refuses, then you will need to use the "Source of Vampirism" (a skill that will be learned during the "Sharp awakening" quest).

A possessed gnome is waiting for you outside the door, begging to destroy the pillars. If you do this, then free the demon. You need to attack the gnome until he can no longer stand on his feet (when about 10% of his total HP remains), and then free him by destroying the pillar.

Note. You may need to heal the gnome during this entire process. If you kill the dwarf, the quest will automatically be completed. To avoid accidentally killing the gnome, consider using the Life on the Edge spell.

As soon as the demon is free (you can do it during the battle, and for this, defeat the gnome), attack it. After a while, it can move into one of your companions located within a radius of eight cells (but it cannot move into the summoned creatures).

When you help the dwarf, you can find his treasure at the location at coordinates X: 193, Y: 379 in the western part of the island, where there are three graves (crosses).

Silent

To start this quest, you need to get into one of the vaults sealed by the statue and located on the island of the Blood Moon. To open the statue, you must allow one of the Scientist-tagged characters to decipher the Decorated Psalter to transform it into The Taming of the Sacred Fire. This book can be found in several places, including the Archives in the northeast of the island and representatives of the Black Ring near the Ancestor Tree.

Use the hymn to destroy the statue, enter the vault, and then use the ghostly vision. convince the spirit of the protector to open the stone gate. If you fail to do this, then you will need to use the source of vampirism - this skill is learned in the "Sharp awakening" quest.

Convince or kill an undead cat so you can get close to the possessed girl (you need a character with high strength to convince a girl). You will be able to teleport her to Lady Revenge, where you can continue her healing.

Megalomania

In one of the vaults on Blood Moon Island, you will find a note lying on a bookshelf. It details the case.

To open the statue, you must let one of the characters tagged "Scientist" decipher the Decorated Psalter so that it turns into the book "Ornament of the Sacred Fire". this book can be found in several places, including the Archives in the northeast of the island or the Masters of the Black Ring at the Ancestral Tree in the center.

Go to the ancient forge in the north of the island, where make a silver lever from a silver ingot. Use the lever on the slot inside the vault, then activate the ghostly vision and ask the guard to open the door. If he refuses, then you need to apply the "Source of Vampirism" on him, which you will study in the "Sharp Awakening" quest. Defeat the demon inside.

Why leave home when you can become Divine by sitting at your computer?

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Well, we finally got through the story campaign. As promised in first impressions , we are rolling out a full review of Divinity: Original Sin 2... Even now, after the end credits, we find it hard to believe that all this was not a dream.

Plans Larian for the sequel to his unexpected hit, Divinity: Original Sinwere almost utopian. New races and features, voice acting, a well-developed world, several game modes - and all this should at least not be inferior in quality to the first part. And as a maximum - to surpass it.

An army of fans trusted Larian and fully funded the game on Kickstarter in just twelve hours, with an initial goal of half a million dollars. During the month, users collected more than two million by unlocking all additional campaign objectives. But the project seemed too large-scale. We doubted until the last: well, everything cannot be so good, this does not happen. Something must go wrong.

Trailer about gameplay features

Event horizon

The first Original Sin still captivates with incredible freedom of action. She was more than just a classic RPG-style tactic. Both in battle and in conversation, there were always several ways to get out of a situation. Banal persuasion, spontaneous effects, and unobvious tricks were also used. For example, it was possible to build a "house" of explosive barrels around the boss and blow up the reptile before he decides with what sauce to eat us.

Desktop lovers role-playing games we also found something familiar here: that forgotten feeling when you act according to the same rules with the game. Everything is allowed that is not prohibited, and no one bothers to violate local prohibitions, if the opportunity presents itself. It's not always easy, but that was the beauty of Original Sin - she invited me to study the principles by which she works.

Apparently, Larian appreciated how much the audience liked “tabletop” freedom. Therefore, Original Sin 2 not only resembles an NRI - it is completely designed as a board. No, you don't have to roll virtual dice and search for something in the spell list every couple of minutes. It's about the philosophy of development and the principles on which tabletop role-playing is built.

At the origins of fantasy

A good campaign in the same D & D starts with a competent plot. Ironically, the plot was the weakest part of the previous game. He provided an excuse for adventure, but was completely uninteresting. Sometimes bright characters appeared in it, like the magician Arhu, but they did not make this apotheosis of fantasy clichés any better.

The second part also drew inspiration from many sources, from Martin and Tolkien to all the same Jordan and Pratchett. But literary texts no longer look like a commercial product. Now they were supposedly written not by a team of screenwriters, but by one game master. And not to sell the game, based on statistics and focus groups, but to make it interesting - both for him and the players.

Rivellon's world is almost unlimited. A myriad of situations await us: difficult, funny, dark and simply unusual. The tone of the story is also constantly changing. At one point, we (no kidding) try to help the turtle win the heart of a nimble rat, and immediately after that we think about genocide, the fall of morality, nihilism and fate. Moreover, both events are written equally well. Larian plays with the tone of the story so skillfully that the transitions and mood swings do not cause any rejection.

And D: OS 2 elegantly bypasses one of the most annoying cliches of fantasy - the division of the world into black and white. At first everything is very clear: there are obvious "villains" and "heroes", we and them. But the deeper we plunge into the web of intrigue, the clearer we see that there are no rightists in this story at all. Only the guilty.

The plot involves many characters, factions and historical events. But their number does not tire, but only inflames curiosity. The names and places are remembered, the plot twists are really capable of surprising. And from the grains of information, a clear trail is formed, and we follow it voluntarily. Not because there is no choice, and not from annoying exposure, but because the story is truly intriguing.

The scriptwriters have seriously worked out the background - and not for show, but so that everything secret becomes clear. So that the player is keenly interested in the plot background. Hats off - in our case they succeeded. But due to the voluminousness of the script, tiny miscalculations sometimes occur. The game occasionally forgets our gender or race, does not know that we already have this or that information ... Developers are slowly fixing these little things with patches.

We didn't expect D: OS 2's storyline to be so good. In addition, all the characters found voices. The voice acting is obviously budgetary, but it surprises in a good way: the actors sound very lively - probably because they were allowed to interpret their characters in their own way. Special thanks for the Storyteller's appearance - his presence enhances the atmosphere of the tabletop gatherings. And in voice and intonation, he is in no way inferior to the same Logan Cunningham, who plays this role in projects Supergiant games.

Our partners have also changed, and for the better. Each of them has something to talk about, and their personal stories are directly related to the main plot. Now they are not just an appendage to the main character, a knight in shining armor. They became independent personalities. Brothers in arms' side quests not only reveal their characters, but also echo the fate of Rivellon - and sometimes in a rather unexpected way.

What goes around comes around

The most controversial feature of tabletop RPGs is that they require huge investments from the player. Time, attention, effort, money. We sacrifice all these things dear to any adult for the sake of an exciting pastime.

It's funny, but with its exorbitant size and tons of content, Divinity: Original Sin 2 respects the player's time. She understands that the efforts invested in the passage should pay off and bring dividends in the form of pleasure. She elevates to the status of a credo a simple truth: "Nobody wants to waste precious time on boring nonsense."

First of all, there is no passable content in the game. Quests that added "so it was." Any, even the most insignificant situation will one way or another reward for your attention to yourself. Valuable loot, money, information, funny dialogue or a memorable scene. Anything, just so as not to make you feel wasted energy.

The game uses two more tricks to reduce downtime when it is not clear where to go next. Firstly, amusing opportunities and tasks are scattered almost everywhere - you don't have to go far for adventure. Secondly, enemies in D: OS 2 still don't respawn. This means that you won't be able to farm the experience.

Players have tolook for problems on their own head if they want to become stronger. It's a little brutal, but almost all of the quests are worth it.

The paths of heroism are inscrutable

The main success of the first Original Sin was the interactive world, and it hasn't gone anywhere. The freedom of action has only grown, and D: OS 2 is trying to take into account all possible scenarios. Anything with a health bar can die. All... And the game remembers this.

We can get the information we need in many ways. Talk to people. Ask animals if we have the appropriate skill (and conversations with them are even more pleasing than in the first part). Rummage through the chests. Read notes. Talk to ghosts ... including animal ghosts.

Characters of different races can solve the same problems in different ways. Physiology is also implemented here for a reason: unique racial properties play a role both in combat and in social interactions. For example, lizards can dig out caches without shovels, and elves devour other people's remains and thus receive important (and not so) information from the memory of the dead.

Puzzles also delight in variety: often, for the sake of a solution, you have to look closely even at the interior details.

Larian created a world in which even building pyramids from boxes is not boring. True, sometimes the developers go too far: some puzzles or key actions for quests can be mind-bogglingly non-obvious. Especially in the last third of the game.

And because of the detailing of the world, the pace of the story suffers a little. There are a lot of little things that you don't want to miss, and the plot, on the contrary, often rushes things in the name of a spectacular denouement. And if the transition from Fort Joy to Driftwood is painless, then the departure to the Nameless Island, and then to Arx, does not seem so perfect anymore. Perhaps Larian tried to apply shock therapy to the players. But this move did not particularly hook us.

Another caveat: D: OS 2 relies on metagaming in many situations. In board games, this means that the player solves the problem with the help of his own knowledge gained outside game, not the thoughts or knowledge of his character. With due diligence, a good third of D: OS 2 quests can be "broken" by simply bypassing the path conceived by the developers with the help of some trick. Most often - teleportation or disguise. Such permissiveness certainly has its own charm, and Larian themselves urge to exploit such loopholes. But it seems to us that not every role player will like this approach.

Constant wagering does not work. We plunge into the role, then we move away from it in a fit of furious munchkinism.

By the way, in battle, you will not need a competent role-playing of the character, namely, knowledge of the combat system. Without this, no Divinity can be attained.

Throw the initiative!

The turn-based tactics from the first part in D: OS 2 haven't changed much. Fights are still difficult, require good preparation and competent decisions. The role-playing engine works on the same principles, but has become a little more neat.

Leveling up characteristics and skills now brings noticeable and understandable bonuses, and not abstract points in the random number generator. We pump strength - we hit harder with heavy weapons. Agility - we better shoot and wield daggers. Skill schools also received bonuses, so now they need to be developed not only in order to learn certain spells. Hydrosophistika increases the effectiveness of healing, military science - all physical damage, and necromancy gives "innate" vampirism.

We have already talked about new schools in "First impressions" ... Necromancy, as the name suggests, attracts with deadly charms like immortality and bloody rains. The call allows you to create, pump and control useful creatures in battle, and polymorph - to physically rebuild yourself, comrades and enemies for the sake of advantage in battle. Turning an enemy into a chicken can be more enjoyable than you might imagine.

In addition, spontaneous and status effects in the sequel have increased several times. As with the skills that trigger them, try combining two blank skill books from different schools at your leisure. As if that weren't enough, almost everything around you can be blessed or cursed, which radically changes the basic properties of the treated surface.

Let's say a cursed oil gets a wonderful property to explode for no reason. "Damned blood" sounds brutal, looks disgusting, and the effect is generally disgusting. Just do not get carried away: the engine can withstand a large number of impacts. Keep yourself in control if you do not want to "drop" FPS to 20-22 frames.

But do not look forward to fireworks from special effects and a dozen statuses on one enemy. An innovation has appeared in the combat system, about which you can say a lot of good and even more bad.

Trial and error

From now on, all characters have physical and magic armor. The mechanics have been in the series before, but in Original Sin 2, armor is actually an additional health bar. Every piece of clothing affects her in one way or another. It decreases when a character takes damage of the appropriate type, regardless of the specifics. And as long as the armor is not depleted, this type of damage will not harm the health of the enemy.

It doesn't sound so bad, but there is one "but": armor completely protects against status effects. Forget about permanent stun and control chaining. While the enemy has magic armor, all your tricks will be lost in vain.

On the one hand, this adds a new variable to combat tactics. It is not just important to have all the necessary abilities - it is even more important to use them at the right time. Save your trump cards to the last or start the battle with the most powerful moves and wait until they recover? The chances will have to be judged from a completely different angle. On the other hand, armor harms the very versatility of fights that we prized so much before. All your crowd control, elemental play and resourcefulness will go down the drain if the enemy is wearing armor. Statuses seem to be supposed to add variety to the process ... But you forget about them when most of the battle is spent on knocking off the enemy's defense.

Build diversity suffers from this same mechanic. You can still build beautiful hybrids of magic and physical skills, but from now on it is simply not profitable. After all, if a magician and a fighter fight with one enemy, then he will defend himself with two different bars of health. Previously, mages were death machines, but now spells take a long time to recharge, and it only comes to effects at the end of the battle. Warriors and robbers come to the fore - their blades hit harder than lightning.

The balance of difficulty levels is also a little feverish. As before, if you come somewhere on the level earlier than necessary, the boss will roll us out with a roller. A level later - the battle will become boring and easy. There are several potential forks in the story campaign, but each has its own level. Of course, you can go wherever and whenever you want. But enemies can also show you how wrong you are in this decision.

The underground temple, in which you need to pass tests for the "proud name of the Immaculate", is located northwest of Silverglen, in the Valley of Sandstorms. You need to go from the Altar of Silverglen to the west, and by post to the north, passing the Immaculate checkpoint. The entrance to the dungeon is a stone skull.

After entering the test dungeon, go through the tunnel. Ahead you will see a statue that will offer you to pass the test in the Hall of Perdition.

Note:If we didn't pass the Loic exam at Silverglen Chapel, the statue will tell you to come back later.

First test

In the hall behind the statue, everything is covered with green fumes of rot. When infected with rot, health is reduced by one every second. But the ability of "teneberia" gives immunity against rot. If you have completed the quest "Troll's Gold", this test is not scary for you. On the floor, you will see a dead body, having searched which you will find a letter from a member of the Magnificent Five Mendia, from which it becomes clear that Mendias wanted Loic to join their group of adventurers. However, Loic turned out to be more cunning, in return he demanded that Mendias undergo a rite of passage into his sect. But Mendias remained rotten in the test room. In his suicide note, he asks to transfer the contents of the cache near the stump to his mother Gregia of Grugam, whom he loved very much.

Second test

Before entering the test hall, the Statue will say: "Only those who can withstand the burden of knowledge will see the walls of ignorance disappear before their eyes." You have to solve some riddle with the placement of loads, the correct solution of which removes the magic from the exit from the hall. There are four buttons in the room that you need to put correct items... The buttons work from a certain weight, when triggered, a click should appear. When placing an item on the button, the weight is shown as a percentage, with the correct item selected, you will see a value of 100%. If the object is heavier, the value will be more than one hundred percent, if it is lighter, less.

On one of the buttons you need to put a broken vase, which stands nearby.

The second is a heavy barrel, which can be found by going down to the lower room.

Put a bucket of water on the third button. A bucket of water is in a secret room between two bookcases. A button that opens a passage to it. located on the wall to the right of the stairs.

On the quadruple button you need to put the "Book of the Immaculate 2", which lies on the fallen bookcase in front of the secret room.

Collect things from vases and boxes in this room

Third trial

After going through the door, which was previously protected by a magical barrier, you will enter another room. The statue of this bum will say, "Watch, watch, or sharp-toothed shadows of failure await you." On the left is a row of three levers, which must be placed in the following position: the left lever is to the right, the center lever is to the right, and the right lever is in the middle position. Then you need to turn the lever, which stands separately. If the levers are set incorrectly, the Shadow of Misfortune monster will appear.

When correct installation levers will open the passage further. Go through the door and head south. You will see a bedroom where there are many books of the Immaculate, chickens run further. If you talk to one of them, she will ask you not to kill her. Since you are not infected, there is no point in killing the poor animal. In the circle lies a star stone, which is activated when you approach it. Take the inert stone.

Further, near the altar, Loic stands, who will order to kill the chicken, sprinkle the star stone with blood and heal. But then he will see that you do not need healing, that there is no blood blessing on you. He will order to kill the chicken, sprinkle it with blood ... and he will run away, the general will return soon. But he will return with assistants to punish us. A fight will start. After the victory, take the Amulet of the Immaculate and the keys to the hatch in the chapel and from the temple of portals in the Woods of Luculla.

Larian Studios has done the impossible with a sequel that surpasses the original in almost every way. You can go through it a huge number of times and at the same time constantly find something new, for example, additional puzzles and riddles, the solution of which can lead to valuable items. True, it is almost impossible to do some of them on your own, so we decided to write a guide to solving them.

Act I puzzles and riddles

Brack's word puzzle

When speaking from articles of illusion, you will need to notice that each letter in the highlighted words has a specific meaning. Therefore, you just need to compare them with certain values. If you talk to the rat outside the room (you need to have the "Animal Friend" skill), you can get a couple of tips to solve this puzzle.

The first word

BRACCUS, which consists of the following letters and meanings: B (bloody), R (rotten), A (thieving), C (very), C (very), U (awful), S (fellow). Therefore, we need to choose values \u200b\u200bthat correspond to the letters from the word CUR (mongrel): very, awful, rotten. In Russian localization it looks like this: very terrible, rotten.

Second word

SOURCE, which consists of the following letters and values: S (scourge), O (devil), U (misery), R (blight), C (hex), E (curse). Therefore, we need to select values \u200b\u200bthat correspond to the letters from the word CURE (medicine): hex, misery, blight, curse. In Russian localization it looks like this: slander, suffering, poisoning and curse.

Brakka tower

In this place you have to solve several different "puzzles", some of which will make you brainstorm. We'll quickly list them and give you quick guides on how to get them done.

Closed gate next to the statue (walk past the undead)

Here your hero will need to use the lever located in the room located on the other side of the main room.

To get to the lever, you need to click on the sewer grate installed in front. We advise you to use the jump skill - this will allow you to quickly reach the sewers. Although you can also try to knock down a door nearby.

To solve the well puzzle, you just need to fill in last water... The easiest way to do this is with a rain spell. Just cast it over the well and wait a couple of minutes.

Tomb barrier

If you want to remove the barrier, then you will have to get one point of the Source and place it in the "Mysterious Technique", standing near the barrier.

To heal the historian from his curse, you will need to put him on a surface with blood, and then cast the "Blessing" spell on the blood. How do you get blood? The spell "Blood rain" can help with this.

If you do not have the above spell, then you can use the ability "Flesh to Sacrifice" a couple of times, and then transfer the historian to a pool of blood. In extreme cases, you can attack your companion, and then teleport the historian to a blood pool.

Cursed lever (saving Gareth)

Here you just need to bless the lever. Unfortunately, it will not be possible to save the soldier (at least, we did not find such a way).

Act II puzzles and riddles

Cemetery (Riker's District)

Stunning tomb

To gain access to the coffin, you just need to cast Amour of Frost on yourself. To free Kanna (Qanna), as well as talk or kill her, you need to throw a buff on her.

Flaming chest

There are several conditions here: you must be a lizard and know the ancient language. After learning the language, go and talk to the salamander in Ryker's house. Here you met him for the first time. Having learned the password, return to the burning chest and cast a rain spell on both sides of the heads of the lizards that spew flame. This should be enough (you can also try blessing the water if it doesn't work the first time). You will then be able to talk to the chest.


Johanna's tomb

First of all, you need to find two buttons that will allow you to open the wall that blocks the passage to the coffin.

After that, you need to put part of your equipment (we used a pot, but you can install equipment as well, since nothing will happen to it) on the big button located in the farthest room. Then use the Spirit Vision skill, which will allow you to see the levers on the wall. You need to press them in a certain sequence to open the hatch: first use the middle lever, then the left lever, and finally the right lever.



Elemental puzzle in the house of Mordus

Everything is pretty simple here. You need to use Ghost Sight to see the solution to the puzzle (it appears on the top of the block of squares).


If you have any problems with solving this puzzle, then we advise you to read our guide, where we have analyzed this riddle in detail.

Flaming Prophet Statue

This puzzle is pretty simple too. You need to light all the braziers at the same time using a fireball or ignition.

Act III Puzzles and Riddles

Coffin of Lucian (Lucian's Coffin) - how to pass the mini-game

Basically, all the information you need is presented in the picture below. However, here you may encounter one unpleasant bug, in which the blood does not become blessed even after passing through the blessed fire. To solve this problem, you will need at least 2 teleportation pyramids.

You must throw one of them outside the blue barrier. Then teleport to him, use the jump ability and get to the end of the pipes with blood to manually bless her. This method is suitable even for lone wolves, since only one component out of three is not blessed.

Act IV Puzzles and Riddles

Altar of Lucian (Lucian's Altar) - how to pass the mini-game

After setting up the piping system as shown in the screenshot below, you will need to fill the center bowl with blood. You can choose any method, but we recommend that you do it through the grate next to the altar (you can use the spell "Blood rain" or attack your companion). Then you need to cast "Blessing" on the chalice to consecrate the blood.

Act VI Puzzles and Riddles

Questions answered by Cranly Hubert

When you get to the city of Arx, you can find the house of the Wise One, where you can talk to a scientist named Cranly Hubert at any time. He will offer you to play a guessing game, that is, you will need to correctly answer all his questions. However, even if you make at least one mistake, he will stop talking to your character (you can choose another). For this reason, we decided to publish the answers to his questions.

First question

The answer is: "House of Dreams."

Second question

The answer is as follows: 1234.

Third question

The answer is: Tenax

Fourth question

The answer is as follows: Cassandra

You are probably wondering why exactly you played this simple game. The fact is that if you can give the correct answers to all questions, then the wisest will take you to his hiding place. Fear not, there are no enemies here, but there are a huge number of books telling about the game world (some were written by Hubert himself). He will also give away the key to his house and the reward.

Nice stuff for a couple of questions. In addition, in a secret room you can find a chest, items in which are generated randomly. But most importantly, you will be able to unlock the door leading to the backyard without committing a crime. This will allow you to continue (start) the "Secrets of the Dwarfs" quest.

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