Sanctuary of the King of Marriage walkthrough. M. V. Skuratovskaya Treasures and relics of the British Crown. Blood Moon Island

5.1. Island

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


Quest: Key to Freedom

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


Quest: A familiar face

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


1. Temple of Ralik (people)

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

Activate Ralik's altar. If we make it a human character, then activation will be free. If we do this with a character of a different race, the curse of “Blindness” will be temporarily imposed on us.


2. Temple of Vrogir (orcs)

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

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


gloomy cave

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


3. Temple of Zantezza (imps)

Quest: Like a clock

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

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

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


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

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


4. Temple of Tir-Tsendelius (elves)

Elves greet us at the entrance. We say that we are awakened, or we work for masters. There are two monsters on the left that you can trade with. The last tiger will attack us near the altar. We activate the altar with the elf, or we will receive damage.


Quest: Unusual visitor

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


Quest: Mother Tree

If there is an elf Sebilla in the party, in the elf temple she will be summoned to the main tree. From the scion of the tree we receive the task of killing the Prince of Shadows and bringing his heart to the Mother Tree. And on the way out, blind Saheila offers another option - to destroy the heart of the Mother Tree in order to free the elves. We'll complete the quest a little later.


5. Temple of Amadia (wizards)

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


Quest: In the clouds

There is a statue of Amadia at the entrance, we can get random auras from it. We jump over cliffs and dodge spontaneous flying golems. We press buttons at dead ends to remove force fields from the path. We enter the portal in the center. We do the same on the second half of the temple. In the northern dead end on a separate island we can find Engraved stone. We meet a couple of Amadia's followers. If there is Fain in our squad - the avatar of Amadia, the followers will give us gloves of the goddess. In the center we activate the altar.


Ancient cave

On the southern dilapidated site we find the entrance to the cave. Inside there is only the spirit of the murdered awakened one, he failed to cope with some task, but he doesn’t tell us.


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


6. Temple of Zorl-Stissa (lizards)

We just activate the altar. If we do it with a lizard, everything will go painlessly, if we do it with another race, we will get a temporary curse.


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

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


Quest: Mother Tree (continued)

Having killed the Prince of Shadows, we take his heart to the elf camp. (First you need to get the “Mother Tree” quest, and only then kill the Prince, otherwise the quest item will not appear).

Option 1. On Saheila’s advice, we attack the priestess, destroy the tree, and eat the heart ourselves.

Option 2. We give the heart to the scion of the tree, we get a special talent “Deep Roots” (+3 to memory).


7. Temple of Dune (gnomes)

Around the temple, the whole earth is cracked, lava flows from the cracks. We can jump over these obstacles using various movement spells. There are stone statues inside the temple, if you approach them, they will attack, but the turn-based mode will not turn on. At the end of the temple we kill the damned knight of Dune, examine his spirit, he will ask to absorb him. We activate the altar.


Quest: The Observer's Mercy

An undead observer north of the temple asks us to kill an awakened gnome who has been corrupted by the void. We bring him evidence of the dwarf’s death, and we receive an Observer’s Amulet with the “Guardian Angel” skill.


Quest: White-faced

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

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

Black Circle Camp. There is an empty altar inside the cave; nothing can be done with it. Behind the altar there is a huge illusion stone, we can remove it by using the hood from Alexander. White-faced (level 17) is protected by 3 warriors of the Black Circle. In battle, he can be resurrected at least once. After the victory, we take his head, we can take it to Alexander to get a hint from him on passing the altars.


Quest: The Power of Mercy

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


Temple of the Moon

Having visited all 7 altars, we go east to the Temple of the Moon. There are 7 pillars corresponding to the gods. They need to be set to the correct value, either “Sun” or “Moon”. While visiting the altars, we learned which God corresponds to which luminary.

After this, all that remains is to activate the lever. To do this, first we place a special device on the floor plate with the image of lightning - the Phase Capacitor (many of them can be found in the northern cave and several more in other parts of the island). Press the lever and the gate to the academy will open.


Secret path to the Academy

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


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

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

Back to school(Back to School)
Login to the Academy.
We visit 7 altars, activate the Temple of the Moon.
Who else?(Chosen)
Convince the party to allow you to ascend.
Before entering the academy, companions will want to separate or stay with us. If the level of relationships is high, they will remain. If no one leaves the squad, we will get the achievement.

5.2. Academy of the Council of Seven
Divinity Original Sin 2. Walkthrough

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

Promise(The Promise)
Swear an oath to the Covenant.
In the hall of the academy we will meet the Delegate of the Evil Creatures. If the main character of the squad is the undead Fein, then it will be possible to take the side of the enemies.
Until the seventh generation!(Curse Thine Enemies)
Use a curse.
If we went over to the enemy's side with Fain, the spell "Blessing" will be replaced with "Curse". We use it on any creature.

Teacher's lounge. We enter the right room, there are killed teachers. Each of them can pump up our characteristics, while weakening another characteristic. Place it on a panel at the far wall Phase capacitor, a laser beam will appear. We turn the mirrors in the rooms to bring the beam to the pillar.

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

We reach the pillar where the beam arrives. Let's put more two phase capacitors, press the lever and find yourself in the hall of heroes.

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


Arena of the Chosen

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

But in the finale it is not divinity that awaits us, but the attack of Dallis Sledgehammer. If Alexander is with us, she will kill him. Dallis, using the Etheran weapon, will destroy the Key of Ascension in front of us, and then immediately leave.

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

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


Ship "Lady Vengeance"

On the ship we can spend a stormy night with one of our companions. In the morning we communicate with Illness. Her task in this whole story is to maintain a balance between various forces. Soon the Ailment will take us to the city of Arx, where the witch hid.

6. Hunt for Dallis

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


Pilgrim Camp

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


Harbor

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

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


Quest: Fall of the Hammer

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


Quest: Battle at the Gate

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

6.2. Arx
Divinity Original Sin 2. Walkthrough


Quest: Linder Kemm's Vault

In the central square we examine the artist, next to him stands the spirit of his father Hubert Duba. We learn from the spirit that the local lord has a very valuable painting in his collection, “The Second Passion of the Lucians.”

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

On the second floor there is a lord's dog, a couple of guards, and a couple of locked doors. In the central room there is a Key to Mrs. Kemm's chest, you can only get it with telekinesis. There is no hatch to the basement in the house itself; we will find it in another place.


Quest: Execution

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

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

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


Quest: The Power of Mercy

In the barracks we go down to the underground prison. We convince two guards near the western grate and go down to the floor below. In a special magical chamber we see the locked witch Windego. We can convince the paladins that we will conduct further interrogation ourselves. After this, the witch can be killed or released. For her freedom, the witch will teach the skill “Enchant the fiend of the Void” and tell you that the new leader of the dark God-King has become the supreme paladin Linder Kemm. Commanding the paladins, he secretly advances the interests of the demons. The gnome Isbeil also obeys the demon.


Quest: The last stronghold of the masters

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

1. Purity of thoughts.

3. Body discipline.

2. Order in society.

4. Loyalty to the Divine.

In the basement near the southern wall near the cabinet we find a button, it opens the door to the masters' treasury. There is also a hatch even lower, but it is locked. There are 4 large paintings in the basement, we move them aside, but do not take them or remove them. There are 4 buttons behind the pictures; they need to be pressed in the correct sequence, according to the names of the pictures:

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

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

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


In the barracks in the central room we talk to the spirit, he will tell you that he took one of the masters out into the street. Let's find it on the east side, below, near the sewer pipe. Having searched the body of this master, we will find Chest key in barracks prison.


Quest: Consulate

In the northwestern part of the city there is a burning quarter - the lizard consulate. Inside, 3 damned living dead lizards constantly appear from the fire, no matter how many times we kill them. There is no use in fighting. We can sneak past them unnoticed to the north, into the garden with a fountain. We turn on ghostly vision and enter the Dream Portal.

In the arena we break all the mirrors, thereby opening the passage. The Red Prince communicates with Brahmos.

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

Sebilla. Northeast, near the ships.


House of the wisest

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

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

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

3. What was the name of the first king of the dwarves? - Tenax;

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

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


School in Arks

Quest: Lessons are over

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


old lady's house


Black House

Quest: Just what the doctor ordered

Doctor Deva, who was mentioned on Blood Moon Island, lives inside. If we killed White-faced, then the doctor will let us into his house. It's dangerous to enter, so save before doing so.

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

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

Demon's Embrace(Demon's Embrace)
Lowse, 1 ending.
Accept the demon.
No doctors(An Apple a Day)
Lowse, 2nd ending.
Exorcise the demon.
Signed in blood(Deal with the Devil)
Make a deal with Adramahlihk.
We arrive at the Black House in the east and talk to the doctor.
Doctor, heal yourself!(Doctor: Heal Thyself)
Defeat Adramahlihk.
In the Black House we refuse the doctor’s services and kill Adramalich.

6.3. Dungeon
Divinity Original Sin 2. Walkthrough


Quest: Wedding invitation

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


Quest: Secrets of the Dwarves

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

There are many dead in the gnomes' courtyard, and in the center there is a wedding cake. If you touch the cake, it will split into several wind-up toys; we destroy them from afar. Under the cake we will find a note from Dr. Dev. On the northern balcony of the gnomish courtyard we search the body, we find Sewer key and a note about wine with the name of the pig.

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

Sewerage. All the basements are filled with boxes of death fog. We enter a room with cobwebs, we are attacked by 4 spiders (level 18).

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

After going through the entire sewer system, we find ourselves in the underground residence of the gnome queen Justinia, with advisor Isbeil sitting next to her. If we previously interrogated the witch, now we can bring Isbeil into the open - she works for the Black Circle. Justinia, having learned about this, will not participate in the battle. Isbeil will put us in a pit with acid and torture us. After a couple of moves we come to our senses and begin the battle.

In battle, it is important for each character to have the skill of fast movement in order to get out of the hole. Once at the top, we can teleport and throw some gnomes into the pit, where they will not be in the way for several turns. We don’t use mass spells so as not to accidentally break the boxes with the fog of death; they are not dangerous for the undead, but they will kill us immediately.

After winning, we find a secret door on the left side of the hall. We meet Queen Justinia, we can kill her for trying to poison an entire city, or let her go, blaming all the blame on Isbeil. If there is a dwarf Beast in our squad, this choice will be fateful for him.

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


Quest: Mistakes of the past

Sewerage under the prison. We find a ladder in the main sewer and climb into the prison sewer. In a boarded up room in a special cage we find a locked boy named Karon. This is an awakened one, raised by the order, but turned against them. In front of him is a pentagram of bowls with fire; they cannot be lit. The pentagram will light up only from the Meteor Shower spell, after which the boy will be free.

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

6.4. Path of Blood
Divinity Original Sin 2. Walkthrough

Temple of Lucian

Quest: Search for Lord Arhu

In the right room of the temple, we can agree with sister Avenny so that she gives us the key to Arhu’s chambers.

We go to Arch, it’s a mess inside. On the balcony under the place for the cat we can find a very strong dagger. Just below the balcony we find dog ball. On the way back we will be met by paladins and accused of attacking Arha, but with good persuasion skills we can avoid prison.


Quest: Urgent matter

On the left side of the temple we communicate with Charlie the dog, we learn that Lord Linder Kemm threw the ball in Arhu’s room, and he is to blame for its disappearance. But he won’t admit to anything, we need to look for additional evidence.


Quest: Search for Lord Arhu (continued)

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

In the Kemm gardens to the left of the water pump we find a lever and go down the hatch. At the southern wall we turn on the world of spirits and place the picture in the space that appears. Inside the room we take the painting “Responsibility”, click on the book “The Tome of the God-King”. We go down and place the picture in front of the statue. Next to Arhu we turn on the world of spirits and absorb souls.


Quest: Master of Dreams and Nightmares

Toymaker Zanders is hiding something in his home.

On the eastern shore, under a wooden pier, we will find an escaped living toy, she will tell you about dead people in the toy maker’s basement, about many levers and a safe path.

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

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

We take the amulet from the toy seller, fill the amulet with the Source, and return it. We convince Zanders, take the filled amulet and the “Scroll of Atonement”. On the 2nd floor of Zanders, on the table near the southern wall we write the word “Hydra”.

Let's go to the Temple of Lucian. On the column opposite the left tomb we find a button, insert the amulet, read the scroll.


Path of Blood

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

Opposite the left grave on the column you can find a hidden button. After clicking nothing happens. There is a recess above it, but it is not known why. In the left pool with blood at the bottom there is a hatch, but nothing opens it.

The Lucian statue will ask 4 questions about sins:

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

2 - Have you killed? - You don’t kill those who are innocent of anything.

3 - Have you served the void? - You would never do something like that!

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

The correct answers are not important, what matters is what we actually did in the game. If we have committed a sin, we will die.

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



Lucian's Tomb

Before us is a puzzle with pipes. You need to bring three different liquids to three bowls on the other side. We try to do this, we see that one liquid is missing. Above the central hatch we use the spell “Bloody Rain” or hit each other, after which we use the magic of the Source “Blessing” on it.

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

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

Death Room. In the two-story hall there are many levers and Battle Puppets of the Source (level 20). Enemies are easily killed, but it is useless; new ones immediately appear in their place. During the battle we need to press the correct combination of levers. Each lever has a name, they all start with different letters. At the prompt of the runaway doll, we could find out that we need to use the levers to enter the word “RIGHT”. The combination itself looks like this:

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

7. Divinity


Quest: End of Times

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

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

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

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

The cloaked figure - King Brakk emerges from obedience. The god-king sends the kraken and already killed leaders to his aid: the elf White-faced, the dwarf Isbeil, the man Lord Kemm. Lucian and Dallis, who has turned into a dragon, are fighting on our side. Ordinary strong warriors also constantly appear, both from our side and from the enemy side. Our task in this battle is to survive while the gods sort it out among themselves. In a few turns, Brakk will be destroyed, and along with him his pet kraken.

Endings
Divinity Original Sin 2

1 – Submit to God King

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

Eternal Salvation(Eternal Salvation)
Fein, 1 ending.
Return the Eternals to Rivellon.
The adventure begins...(The Adventure Begins...)
Fein, ending 2.
Embrace a strange new world
Return of the King(Return of the King)
Submit to the God King.
Ending 1 is bad. Refuse divinity, or take divinity by Fein the renegade.

2 - Share Divinity with the Doctor

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

After this, we walk around the ship and communicate with the surviving characters: Malaise, Tarkin, Khan, Fane, Lady Vengeance. The characters don't take us seriously and consider us a puppet of the demon.


3 - Ascend

We are turning into a new God. This option suits the Illness. Tarkin and Fane are unhappy, but they are not going to fix anything.

Ascension(Rise)
Ascend.
Ending 3.

4 - Share the Source with all of Rivellon

Every creature on Earth becomes a sorcerer of the Source. In this ending, all the companions achieve their goals using magic. All the characters on the ship are unhappy.


5 - Clear Rivellon from the Source

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

Epilogue
Divinity Original Sin 2

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

Fate of races: Lizards, Dwarves, Elves, People, Black Circle.

Fate of locations: Fort Joy, Driftwood, Blood Moon Island, Black Mines, Nameless, Arx.

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

The fate of minor characters: Khan, Succucb and warrior, Malaise, Tarkin, Black Elf, Demon Hunter, Blind Elf.

The fate of the main character.

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In Divinity: Original Sin 2 you will come across various equipment. You can purchase some equipment from merchants. But truly valuable things will have to be found in hiding places or received for completing tasks. In this guide you will learn how to get one of these things - the Brakk armor set. It becomes available from Act I. Here's what you need to know about this set:

  1. If you don’t wear a full set, but only parts of it, you will receive debuffs. Therefore, put on armor only when you have collected the entire set.
  2. Brakk's ring is not included. Therefore, even if you have collected all the pieces of equipment and put on the ring, you will still receive a debuff.

Where to find the Brakk armor set

Titan's Heart Chest you will find it in the treasury of the Dark Cave. Look for the entrance to this cave at coordinates: x - 508, y - 69. After you enter the cave, find the treasure room at coordinates 703, y - 502.

Titan Helmet you will find it in the Desert Swamps in the Ruined Castle. Follow the coordinates: x - 467, y - 229. Complete the task there and save Gareth. You have to fight Master Sang and find the lever that will open the weapons room. The helmet is located at the altar.

You can find Titan's Leggings at the coordinates: x - 319, y - 671. Find Uizimura there. It will show where the lever is. After that, pull the lever and follow the path to the statue. This statue will give you greaves.

Titan Bracers you will find in the desert swamps - dragon beach. There, look for the Bracca Tower at coordinates: x - 589, y - 678. There is a grave in this tower. In the grave you will find two coffins. Bracers are hidden in one of the coffins.

B titan's skin look in the abandoned tower. It is located north of Fort Joy at coordinates: x - 426, y - 299. Once you are there, use teleportation to get inside the tower.

System requirements
Divinity: Original Sin 2 (2017 game)

Characteristic Minimum Requirements Recommended Requirements
CPU Intel Core i5 Intel Core i7
RAM 4 GB RAM 8 GB RAM
Video card NVIDIA GeForce GTX 550
ATI Radeon HD 6XXX
DirectX 11
NVIDIA GeForce GTX 770
AMD R9 280
DirectX 11
25 GB 25 GB
operating system Windows 64-bit: 7 / 8.1 / 10 Windows 64-bit: 7 / 8.1 / 10

Walkthrough

Game mode:

- Adventure(Exploration mode) - Easy difficulty

- Classic(Classic mode) - Normal difficulty

- Tactics- Hard difficulty

- Valor- Hardcore (1 life per playthrough)


At the beginning, you can choose the main character from 6 story characters or a random one from 4 races. An undead hero is also available for each race (the difference between the undead and the living is that they take damage from normal treatment and are restored by poison).

Or you can completely customize your hero: choose origin (race, gender), appearance (appearance, voice), template (weapon specialization, character class), talents (perks), tags (class, social feature), tools (1 of 4 musical instruments).

1. Fresh breeze


The story begins with how the witch used the magic of the Source. As a result, she was caught, put on an anti-magic collar, shackled and sent to a prison island. A dozen more innocent potential wizards were sent along with her. We found ourselves among these prisoners.

We wake up on the ship, communicate with the master overseers and other prisoners. In the next cabin we see a crime scene; one of the prisoners was able to use magic and kill a cellmate. We go into the far cabin, the witch is being interrogated there, it becomes clear that she is the killer. Whatever we answer, she will start a riot, kill the masters with a powerful spell and leave the ship.

1st floor. We come to our senses after the spell. We search the chest in the left corner and find a set of basic weapons. All other prisoners are stunned.

2nd floor. We go up to the floor above, here we have to negotiate or fight with two frightened guards. In the center is a locked door with a skull. Key from this door is located next to the right, on the body of the murdered Master-Priest Mevin. The path to it is blocked by fire, but we can put it out by shooting at a barrel of water. (Nearby, in a dead end, sits the elf Fain, who turns out to be an undead. If we choose the second answer, we get a ratio of +2). We open the door with the key, but behind it there is a dangerous zone called the Fog of Death, it is dangerous to go there. From afar, we can take a couple of boxes with deadly weapons into our inventory. We go up the side stairs.

Deck. On the surface we fight with large “Vile Fiend” insects. We train on them to participate in tactical battles. On the other side we find a boat with surviving prisoners. The boy asks to save the rest of the prisoners, it is better to agree and go back down.

Now on the lower floor all the characters have come to their senses. They independently fight insects, and clearly show all the combat capabilities available in the game. Together with them we return to the boat and try to escape. As a result, we fall behind the group, remain on the ship and escape on the wreckage.

2. Fort Joy

Side quest selection menu in Fort Joy:
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2.1. Coast (Fort Joy Breach)


We appear on the coast. We are wearing a magic collar. There are shells lying around, we collect them to sell later. We can see the lying objects by pressing the "Alt" key. On the ruins on the right we find a strange boy Tam. We learn dialogues there.

We go left along the coast, fight with two Viscous insects to learn how to fight. Further on the left we find lizard Red Prince(The Red Prince), he can become our 2nd hero. This is a "tank" that fights well in close combat, has a large supply of health and can attack with fire breath.

A little to the south we are met by a black cat. We can only talk to him if we have a special magic skill. Otherwise, the cat will simply run after us until we get out of this prison.

We climb onto the central fragment of the bridge, find the corpse of a man, you can take it nearby bed and shovel. Using a sleeping bag allows you to set up camp and restore your squad’s health anywhere. You can dig up treasures in the ground with a shovel, but to do this you first need to find them with a hero with a high Attention characteristic.


We go along the right rock, in it we find a cave, invisible due to the vegetation. We pass through it and find ourselves in the Hidden Alcove location. Here we find the character undead Fein, there are acid puddles nearby. Ahead we see a waterfall, rainbows above it, and a chest that cannot be reached by hand. (You need to come back here later, having teleportation magic with you).

Behind the acid pool are vines. To remove the acid from the path, we shoot at it from afar with any fire spell, arrow, or wand. We climb along the vines to the northern hill, at the top we find a hut and a couple of neutral people. We go higher, go out to the beach, fight with infected turtles of the 2nd level.


From the beach we go south to the fortress walls, we come across two master’s guards, they go to inspect the wreckage of the ship from which we escaped. We approach the southern statue, near it we see a scene: Bishop Alexander and the witch Dalls the Hammer kill the lizard girl Master Atusa.

2.2. Ghetto (Fort Joy Getto)
Divinity 2. Walkthrough


We enter the fortress. Inside you can chat with many people, sometimes they give you additional experience for this. In the upper left corner, the bandits offer to play cards, it is better to avoid this, for one bet you can lose all your accumulated items. To get rid of the bandits, we answer that we have nothing valuable, and they will believe us based on our appearance.

Closer to the center of the fortress we find a second large statue. We saw the first one on the northern beach. Now we can teleport between such statues. They are marked on the map with blue swirls.

On the right side is the locked part of the fortress, where the masters live. Until you get there.


Quest: Mother's Nightmare (Every Mother's Nightmare)

In the western part of the fortress, Fara asks us to find her missing daughter Erma. Near the northern gate, we learn from a man named Jeth that Erma was not lost, but was killed by monsters long ago, and Farah went crazy because of this. We tell Farah the whole truth, the quest ends.


Quest: Extortion (The Shakedown)

In the central square we see three bandits demanding something from an elf. Stands up for her man Ifan ben Mezd(Ifan Ben-Mezd). We can take part in the battle on either side.

Option 1. We help the bandits, kill Ifan, and receive a reward from Griff.

Option 2. Let's help Ifan. After the victory, he can immediately be added to our team. (We can find the elf a little later, in the southern cave. She will give us a reward to choose from 4 things).


Quest: The Impresoned Elf

In the southwestern part of the fort we find the kitchen, where the leader of the bandits, Griff, commands. Just below, the elf Amiro is locked in a cage. After talking with Griff, we learn that the elf is locked up on suspicion of theft. Goods hidden in an orange were stolen. The bandit promises to release the elf if we find the stolen goods.

From the fortress we go south. We find a fishing camp where the lizard Stingtail sleeps. (If you approach him with the Red Prince, they will fall asleep together to see prophetic dreams. If you approach him with the elf Sebilla, she will kill this lizard, because it was he who inflicted the scar on her).

Option 1. In the first conversation between the Red Prince and Spiketail, we forbid him to use the Drudena, it was the one that was stolen from Griff, and we take it for ourselves.

Option 2. We approach any other hero, communicate with the lizard, ask about the elf Amir. At the end of the dialogue, we choose a method to successfully negotiate with the lizard. Select the third line. The lizard pays for a large orange.

We return to the fortress to Griff, give the item. We can hide who the thief is, or we can talk about Spiketail (this needs to be done as a separate character, so as not to spoil the relationship in the squad). The rescued Amiro tells us how to get out of this island - a point appears on the southeastern beach. If you dig in this place, we will find an underground tunnel.

If we told you about the thief Spiketail, we quickly run back to him. He will be attacked by the killer girl Shadow, we can protect the lizard from her. We receive gratitude from Spiketail.


Quest: Arena of Fort Joy

To the right of the kitchen you can go down a hatch; in the dungeon you can take part in a 4 vs 4 training battle (this is a kind of in-game advertisement for the new multiplayer mode in Divinity: Original Sin 2). The defeat will not be fatal. To win you need to have at least level 3. If we can win, we will receive the status of arena champion.

Having champion status, we can approach the blacksmith Nebora in the northeastern part of the fort. Having learned about our victory, she will remove the anti-magic collar from us. But you need to do this after leveling up to at least level 5, because when they see us without a collar, all the masters on the way will start attacking us.

Gladiator(Gladiator)
Become the champion of the arena in Fort Joy.
To the right of the kitchen we go down into the hatch. In the arena we fight with another team with a 4v4 hero.
Long-awaited freedom(Walk at Liberty)
Remove the collar.
Plot. We defeat the opposing team in the underground arena of the fort. After this, on the surface we approach the blacksmith of Nebor. Or at the end of the chapter we meet Illness.

Quest: The Murderous Gheist

On the northern fortress wall we speak with Magister Yarrow. She gives the task to find Migo.

We find Migo outside the city in the southeast. This is a cannibal that eats dead people. He has level 4 and it is dangerous to attack him.

Option 1 – kill Migo. You can kill him even if you have level 1 with a team of 4 people. To do this, you need to attack him with acid to remove his strong armor, and then ignite the acid with fire so that it explodes. But it’s better not to risk it and attack him, having at least the 2nd hero level. After the victory, we take the ring and good armor from the enemy. We return to Master Arnica, talk about this, show the ring. It turns out that Migo is her father, who has gone mad from the Source. Arnika runs to the beach to mourn the body of the murdered man.

Option 2 – save Migo. If you come to a cannibal with an arnica flower, you can come to a good agreement. Exchange the flower for a ring. We take it to Master Arnika, she will come to the living Migo. For this option we will get an achievement.


Quest: Finding Emmy

From the city we go to the southern beach. There are a couple of elf hunters wandering around here, we can chat with them. In the center you can find the dog Buddy. We talk to him, he will run a little south and drop Buddy's Key. We ask the dog about the key, he talks about his friend Emmy, who was taken away by the inquisitors. We need to find her.


Nearby on the beach, a gnome is treating a sick man. We use the “Restoration” magic on the patient, and as a reward we will receive from him the “Golden Flower” playing card. This is Griff's card, it always wins the game, we can ask him about it. With this card we go to the bandits in the north of the ghetto, agree to play, use the card. We answer the questions: “It doesn’t matter where you got it, this card always wins.” We take all the money as winnings.

South Cave

At the bottom in the center there is an entrance to a cave (to see the entrance, turn the game camera to the south). Inside the cave are a couple of lizards and an elf Elodie with two children. You can talk to the elf about the captive Amyro, who is in a cage in the fortress.

On the right there is a path into the depths of the cave, but it is filled with boxes and barricades. We can remove obstacles by attacking them (hold Ctrl to attack neutral objects). In the depths of the cave you will have to fight three acid frogs. On the left we can teleport to the high balcony where the chest is hidden. In the right corner in the water behind the boat there is also a chest, we can teleport it to ourselves. Elfika will thank you for clearing the cave.


Quest: Withermoore's Soul Jar

In the southern cave you can play hide and seek with one child. If we find him twice, he will tell us about his “friend”. We go to the upper right corner, there is a hole there to the lower level, but we can’t get through. The child suggests that there is a normal hatch in the ground nearby, we dig it out and go down.

We find ourselves in the Forgotten Cell. Here we meet the skeleton of Lord Withermoore. We take it out of it Brakk's spear(good weapon with petrification effect). The lord asks to find his soul, hidden in the Brakk phylactery in the dungeon of the fort, so that he can finally die normally. The lord talks about a secret lever on the teleportation statue in the city that will help us get into the prison. We'll find this place later.


Quest: Teleport

At the western exit from the ghetto we will meet Gavin. He wants to talk to us alone, we separate from the squad. Gavin tells us the location of the teleportation gloves, but we can find them without him.

Having earned the 2nd or 3rd level, we can go to the upper left corner of the northern beach, three crocodiles live there. They can be bombarded with acid and fire, or immobilized with cold and stunning, the main thing is not to let them close to weak members of the squad. For victory we will receive magic gloves Gloves of Teleportation, which give the ability to teleport.

With gloves, new opportunities open up for us:

We can return to the east of the beach, teleport the chest near the rainbow and take its contents, there are 300 coins there.

On the southern beach in the cave, you can also teleport someone to the upper balcony to take unique items.

We return to the very beginning, to the northern shore, where the boy is standing. From here we teleport the companion to the southern fragment of the bridge. You will need at least one more teleportation scroll to transfer the character with the gloves there. From the bridge we teleport the companion to the hill on the right, there in a dead end near the skeleton we find a unique item Ancient sword.

The second time Gavin will be waiting for us at the northern exit from the ghetto. He wants to escape using teleportation. We run after him to the northeastern cliff. At the request of the person, we teleport him down to the beach. He runs into the cave, but cannot go far. We can take it from his body Gavin's robe.

2.3. Prison (Fort Joy Prison)
Divinity: Original Sin 2. All the secrets of the game


There are three ways to get out of the western part of the island, but they all lead through an underground prison:

1. We can follow Gavin and also teleport from the northern cliff down to the beach. We go into the cave with one hero, the rest will move after us. We will find ourselves in the northwestern prison cell.

2. In the quarter of the poor, we approach the statue - a control point, examine the ground to the right of it, and find a hatch in the floor. We go down into the dungeon, there we find another statue. We press the lever from above and open the western gate to the prison.

3. We go to the southeastern beach, to the point that the captive elf Amyro pointed out to us, dig up the sand with a shovel, and find an underground tunnel. We use this path to enter and fully explore the underground tunnel.


Underground Tunnel

There are fire slugs walking below, but they don’t touch us. In the lower left corner we find a treasure in the ground, inside lies a thief's blade. On the northern hill we can communicate with the royal slug. It turns out that this is one of Brakk's ex-wives, whom he turned into a monster. We inform her that the tyrant Brakk died long ago, the slug will give us a note. In the upper right corner through the gap we enter the prison cell.


The lizard Vasyna is imprisoned in the chamber. We break the wooden door (hold Ctrl and press the left mouse button to attack the selected object), so we will find ourselves in the prison corridor. In the next right chamber lies the dying Verdas. The entrance to the upper right chamber is blocked, but you can get there by teleportation; in this chamber we find a magic amulet on the skeleton, but it cannot be put on while we are wearing collars. The dwarf Tsillik is locked in the upper left chamber and does not want to leave his place. On the left exit there is an impenetrable door.


Single cell

The lower left chamber does not open just like that. It's meant for us. If any of the masters notice our offense, we will be put in prison here. Inside the cell you can find a teleportation scroll, and if you talk to the local rat, she will give us the master keys, so we can get out of the prison.


In the right corridor we see how the masters kill one of their renegades. Here, in any case, you will have to fight. We have 2 archers and 2 swordsmen against us, one of which can summon a dog. The archers have good positions, so we retreat back into the corridor, hide behind the cages, and wait for the archers to approach. After the victory, we find from the leader in the squad key from the dungeon doors. We can cure the renegade Delorus, for this he will tell us the location of the boat on the upper level of the dungeon, and the password so that the boat guards do not attack us.

Having gone around all the corners of the dungeon, we go along the upper corridor and find ourselves on the next floor of the prison.

Prison (Fort Joy Prison)

There are many silent monks here, they do not attack us. In the northeast there is Houndmaster's Room, where dogs are kept. We use the key found on the previous floor. We talk with the dogs, find Emmy among them, tell her about Druzhka on the southern beach, and the dogs will not attack us. If we release the dog , locked in a cage, she will attack us. To convince the dog you need the Persuasion skill 1+. We go into the northernmost room in the north, we find the key in it. Elaborate Cage Key and a good crossbow.

In the south there is an exit to an underground channel, there are two masters and the boy Khan. If we saved Delorus on the lower floor, we can say the passphrase and they will not attack us. By boat you can immediately get to the eastern side of the fort and reach the swamps without a fight. We move there to take the cat away and return immediately.

All escapes escape(The Great Escape)
Escape from Fort Joy.
Plot. Go through the fort to the eastern part of the island by any route.
Cat in a poke(Cat's Out of the Bag!)
Bring the black cat out of Fort Joy.
We will meet the cat on the coast, he will constantly follow us. We do not engage in difficult battles, first we quietly make our way to the eastern part of the island. There the cat will disappear, and the Red Prince will receive the “Summon Cat” spell.

On the right is the torture room of The Flenser's Playground. Here we have to fight with the magician Kniles the Flenser. But we should not be afraid of him, his pets are more terrible - three bloody golems in cages. We shoot the golems first, even before they escape from cells. They inflict a lot of blows in the vicinity, it is better not to let them get closer to you, slowing them down or teleporting them away. After the victory, we can take two excellent thief blades from the magician. In the upper right corner we find the surviving girl Trice, we release her through the eastern tunnel.


Quest: Withermoor's Jar of Souls (completion)

We go to the upper left corner of the 2nd prison floor. There is an exit on the left and stairs up. Between them in the corner there is a stone pedestal, we move it aside by pressing the lever on the left, under the pedestal we find a hatch in the floor, we go down into the secret.

An ancient ancestral tomb is located in Ancient Passage. There are two acid traps at the entrance; we can neutralize them by placing vases or other objects on top of them. There are 5 urns with ashes in the main hall. The remaining urns either spawn skeletons, freeze the floor, or explode. To complete the task, we need to break only the far left one with the inscription “Withermoore the Supplicant”. We can either break the vase and free the spirit, or we can keep it for ourselves. (If we return to the lord, we will take from him unique belt).

On the hill on the left we examine the statue of Brakk. If we have perception 18, an interaction option related to scratches will appear. After that we take the item Tyrant's Leggings. Having cleared everything, we go back to the prison.


The left exit from the prison leads to the courtyard of the fort, the upper path leads to the fort building itself, and the inconspicuous path on the right in the torture room leads to the forest to the right of the fort. First, let's clear the fort, to do this we go through the left doors. Now all the masters in the fort will be against us.

2.4. Fort Joy
Divinity: Original Sin 2. How to pass


We exit into the courtyard on the left. We found ourselves behind a lattice gate that was visible from the poor people's quarter. We fight with the guards. We can climb to the second floor, lower the stairs from there, and enter the masters’ private rooms.


Halls of Orivand (Orivand's Chambers)

In private rooms you can find good weapons. Large paintings can be removed from the walls and sold to merchants. It is better not to enter the central large room yet, there are strong enemies there.


We go down, go north through the prison, and exit in the northern room of the fort. Upstairs there are 5 normal enemies outside, they surrounded the paladin Kork. We save the paladin, we learn that he came for a check, and the main order is not aware of what atrocities are happening on the island.

To the right in front of the gate we can spin the wheel to lower the drawbridge and open the eastern path. Behind the bridge a little higher there is a port, there are 5 more masters there.


Hall of Penitence

Having cleared everything around, we go to the central hall of the fort. There are 5 masters, one of whom is Chief Judge Orivand with a huge hammer. At first we see how the masters extract the magic source from the prisoner; the man turns into a mute zombie, which we saw in prison. After this we enter into battle.

It is best to start your attack from the left side room to immediately attack the judge. The Judge can move quickly and kills in literally two hits. He needs to be constantly immobilized, frozen, knocked down so that he can’t hit us. We beat the rest according to the residual principle.

2.5. The Hollow Marshes
Divinity Original Sin 2. Wiki


After clearing the fort, we go east - to the forest swamps. On the lower path through the forest there are strange onion mushrooms growing. There is a chest inside the circle of mushrooms; it cannot be examined, it is a trap. The bulbs spread dangerous elemental magic around them; they cannot be destroyed, but they can be made to curl up and not interfere. To do this, we attack the onion with the same element that it spreads, and it will close.

In order to still take this chest, without having elemental spells, we do the following: we leave the entire squad nearby, separate one hero from it, with this hero we take the contents of the chest, the mushrooms are activated and spray poison, fire and lightning, after which the squad teleports the hero to a safe place .

On the central path on a destroyed stone road there is a monument - a checkpoint. Nearby is the skeleton merchant Zaleskar with a cart. You can buy magic armor from him, but for now this is an expensive pleasure for us.


North Shore

On the northern path we walk along the coast. On a sandy peninsula with a small rock we find the witch Windego (level 5), who sank our ship. This is a strong enemy, but she can be defeated with numbers. After the victory we take it from her magic mask, allowing you to transform into any race. Our undead character Fane needs a mask.

Nearby on the white sand we find a buried treasure. A little further we see a tower with electric magic inside. We can teleport one of the characters there and pick up a unique item from the body of the lizard Lorenzo Tyrant's Boots.

From the shore the path leads down, there in a narrow gorge we fight with 3 skeletons. A little lower in the same gorge there are 2 more half-dead enemies.


Quest: Most Dangerous When Cornered

North of the destroyed bridge we climb onto a hill. We find a paladin named Tarlin, he warns that a Screaming One is hanging on a pillar ahead, immediately killing anyone who approaches. Such a deadly enemy is protecting something important. You can go around it from the top, climbing the vines, or you can go around it from the south and enter the ruins on the other side.

In the burning ruins, we first fight with 4 masters. We rise to the next hall, there are 4 more masters fighting with paladin Gareth(Gareth). You need to constantly help your ally by teleporting extra enemies away from him. After the victory, the knight will thank us and run away to his secret camp in the south.


Quest: Armory

In the northern ruins, between the grand staircases, there is a door to the basement. We find ourselves in Dilapidated ruins leading to Brakk's armory. In the hall we notice many dead masters, among them the surviving Master Sang. He talks about how the armory is cursed and they are all infected with decay. We can promise Sang that we will find a cure for him.

(We return here after visiting the Dark Cave and receiving the “Blessing” spell. In the upper right corner there is a source fountain with infinite magic. For some reason the spell does not heal Sanga. We use the blessing on the lever, only after that we press it and the door will open. In the far room from the altar we take the item Corrupted Tyrant's Helm If you use Brakk's helmet several times, the demon Krir the Ashbringer will appear from it (level 7).


At the end of the central road we see a broken cart, dead masters and a bear. Only Master Locke survived, having lost his sight. We can talk to him, but even when he is blind, he will try to kill us. A little higher on the hill we find a bear cub, we tell him that someone killed his mother bear during an attack on the cart.


Quest: Burning Pigs

We go south through the central swamps. Further on the way there will be a burnt village with flaming pigs running around. If we know how to talk to animals, we can find out that these are enchanted people. There are traps on the wooden bridge, and then acid puddles. The poison causes an explosion when it comes into contact with fire, so it is dangerous here. It’s better to use a rain spell here (you can buy it from the blue lizard in the poor people’s quarter) or wait until the pigs clear all the traps themselves.

(You can remove the “necroflame” effect from pigs only with the magic of the Source “Blessing”. To obtain the magic, you need to remove the collar from the blacksmith Nebora in the fort, find a special statue in the south in the Dark Cave, collect the energy of the Source from the luminous liquid on the ground).

When we heal one of the pigs, the undead lizard Skapor will jump out of the swamp (level 5). He monitors the execution of the curse. We fight with him, take away a unique item from him Brakk's torch. After this we can heal the remaining pigs.

(A little later, we meet one of the pigs named Feder at the northern entrance to Dragon Beach. She thanks us and tells us that she used to be a sorceress. To return her to a human form, we send her to the Sanctuary of Amadia, we meet there, we prompt her to jump into the sacred pond. Before This pond needs to be activated by talking with Amadia, she will turn the water into blessed steam. Feder will become a human again, we receive a reward, and can trade with her).


Central ruins

In the center of the forest are ancient ruins containing barrels of oil. When we get closer, a dozen “Vile Fiend” cockroaches will attack us one by one (level 4). They are weak on their own, but when they die, infected blood sprays out. This is a new and very dangerous type of element. If we run out of physical armor and we enter this blood, we will receive the “decay” disease for a couple of turns. Under the influence of decomposition, any treatment will, on the contrary, reduce health. You can only safely restore physical or magical armor.

At the end of the central path there is a large detachment of enemies: the 6th level monster “Moloch of the Void”, with him skeleton archers, warriors, and two different magicians. It is better to kill this monster second to last, before the last boss on the island. In the meantime, we go around this place along the southern path.


South coast

In the eastern part of the forest you can go to the southern shore. The path is blocked by 3 void salamanders (level 6). They are not dangerous in themselves, but their blood is infected, and after the death of the first enemy it will be much more difficult. Here you need to have at least level 5, 6 characters. It is best for archers and magicians to occupy the high ground in front of the sandy beach, where they will have an advantage.

On a separate island, under the remains of the ship, there are many hidden traps and buried treasure between them.


Sanctuary of Amadia

To the bottom left of the salamanders on a high rock we see the lizard Bahara, we communicate with him. If we saved the boy Khan or leader Gareth, or we have a character with the “mystic” tag, then the lizard will throw us a ladder of vines, and we can climb up. If there is a Red Prince lizard in our squad, he will talk with the dreamer Bahara.

There are several knights in the camp, including the paladin Gareth, whom we helped in battle in the northern ruins. There are many specialists here from whom you can buy new skills.


Quest: Healing Touch

In the northern part of the Allied camp there are 3 wounded. The cook Simone takes care of them. We treat them all with various healing spells, and receive gratitude from each. At the end, Simone will give you a choice of 1 of 4 items.


Quest: Eternal admirer

In the southern part of the camp there is a pond with a statue - a control point. (Be careful, because of the wrong phrase in front of the statue, you can ruin relations with your allies, and a battle will break out). Near the statue we communicate with the priestess of Gratian, we receive the quest. The girl in the mask will tell you about a secret cave to the right of the shelter, in which the jars of souls are stored.

(When we return to Gratiana, having visited the cave, we will find out the truth. Before us is Brakka’s mistress, who endowed him with the power of the Source. Now she is working to atone for her mistake. By breaking the jug of souls with her name, we will free her from the curse).

Dark Cavern

Quest: King Brakk's Treasury

On the beach with the salamanders, go to the lower right corner of the shore, find a cave hidden behind a blue illusion, and go inside. In the cave, the undead Trickster (Trompboy) meets us and warns us of difficulties ahead. There are many illusions here. If we hit the boxes, they will freeze us. There is a dead end ahead, but you can cross the river along the waterfall; there is an invisible bridge that appears under your feet. In a wide cave we fight with three enemies.

Mysterious room. Next is a hall with many doors, behind each of them there are traps. To get through, you need to talk to the statue in the center. The statue will ask two riddles, both involving letters. First, she says the word in capital letters, deciphers each letter, and then says another word, and we must decipher it - we simply substitute the necessary words from the first decoding.

Enclave of a madman (Madman's Enclave). Before us is a small labyrinth of islands and invisible bridges. Here you need to fight Trompboy himself and his illusions. It is enough to teleport him to your island and attack with melee. For the killed Trickster we get the item " Cursed ring"(The Cursed Ring).

(If we put on this ring, the hero will fall under a curse that slightly increases characteristics, but poisons the blood. Infected blood will be dangerous for other companions, so in battle the cursed one must be kept away from the squad and elemental surfaces).

Moving forward, we find ourselves in the treasury. There are mountains of gold here, armor Heart of the Tyrant And 5 urns with ashes. We cannot use the urns on ourselves, we can only break them. All 5 soul jars kill Brakk's assistants, freeing them from the curse of eternal life as undead. It is better to take the jugs with you and break them right in front of the corresponding characters. The 1st urn kills the Trickster, the 2nd – the girl Gratiana in the southern shelter, 3 more urns kill 3 skeletons in the building behind the labyrinth.

Quest: Champion of the Gods

We go even further to the statue of a headless angel. By touching the statue, our main character will find himself in the world of spirits “Chambers of Echoes”. Here we have to meet our God (each race has its own patron God). We heard his voice a couple of times in difficult situations. He calls us the chosen one to fight the Void, and teaches us new things Source spell - “Blessing”(removes diseases “decay”, “necroflame” and other strong curses).

In the corridor we press the lever, through the opened door we go out to the beginning, along the river we go to the surface.

2.6. Eastern Bank
Divinity: Original Sin 2. Video Walkthrough


On the path north of the beach with salamanders we examine the right slope, we find vines on it, and along them we climb to the upper plateau. Along the vines on the right you can go down to the eastern bank, or you can go south - into the labyrinth.


Quest: The Gargoyle's Maze

On the upper plateau we find the entrance to the labyrinth. Here stone gargoyles communicate with us. The labyrinth is small, but there are many doors in it that are unclear how to open.

Here you need to divide the squad into single characters, to do this, grab the hero’s image on the left side of the screen, drag it to the right side so that the chains are broken, release it, it will walk separately.

1 room. We place a barrel or one hero on a stone pressure plate, this will cause a 1st yellow skull(Crumbling Skull), take him with another hero. You can use the skull to open any 1 locked door. Open the door on the left.

2 room. We find a hatch in the floor and move upstairs through it. Here you will need 3 characters. On the way there are many button traps that look like flat stones, and after pressing they shoot a fireball at us. We place the hero on the first slab to open the blue doors. With the second hero, click on the stove in the next room. We take as the third hero 2nd skull. Open the doors on the right leading to the building.

The quest is completed, the gargoyle on the internal building rewards us with an item of our choice. But you can open the remaining parts of the labyrinth. We go around the building, to the left and right of it we find skeletons, they have 3rd and 4th skull. With one skull we open the door to the center of the labyrinth, but do not enter yet.

3 room. By teleporting through the bars we can get into a room with statues shooting fireballs. We will find good items in the chest.

4 room. We can return to the beginning of the maze and open the door to the right room. It has a portal on a hill. On the left in the bushes we press the ground button, from this a staircase to the portal will appear, we enter there with another hero. Inside the fiery cave “Kingdom of Orobas” we can teleport to the neighboring islands and collect several items. We return to the labyrinth. Using the same teleportation we can penetrate through the next grate, there on a hill we press the pressure panel, from this a 5th skull. We can open any door for them.

The whole squad gets to the central area of ​​the labyrinth, here we have to fight with 3 fiery skeletons. You cannot attack them with fire; they are healed from it. You need to use water or cold spells. On one side there is a puddle of water, for safety it is better to stay near it.

After the victory, we inspect the center, there burning Historian(The Historian), who was cursed with necroflame. To extinguish the historian, use the “Bloody Rain” spell, and then use the Source spell “Blessing” on the spilled blood.

Tower of King Brakk

Quest: A Fate Worse than Death

Inside the building behind the labyrinth we find three necromancers sitting at a table - Tasmin, Gvik, Rask. You can talk to them peacefully if you have at least level 2 persuasion skill. These are the three generals of Braccus whom he cursed. From them we learn that their jars of souls are hidden in the Dark Dungeon.

We visit the dungeon, return, break three jugs, and the skeletons will crumble in front of us. We find one of the skeletons key(Filthy Iron Key), we open the large double doors for them.


In the next room, there is a button in the recess that opens the doors and turns on the fireballs. Ordinary boxes burn out quickly, you need to take a metal box from the next locked room. We teleport one hero to the left locked room, there is a sewer hatch in the wall on the left, along it we get into the secret library, in it we open the doors near the box by pressing the lever. We return, move the box onto the button.

On the right you can examine the alchemy room, where you can also fight zombies in a cage. Further in the main hall we go through the opened doors. There are many traps under the arch. Let's take it key in the left room, open the door.

Ahead is a gate closed by a magical field. You can't just open them. If we have freed Lord Withermoor's soul, he will now appear and open the way for us. Behind the gate we find the tomb of Brakk and his wife, examine all the chests, collect valuables, including Tyrant's Gloves.

On the right there is an exit to a dead-end cave. There we find a well, a voice from it asks for water. We conjure rain over the well, after which you can talk to him. We can throw up to 150 coins and get a random item in exchange.


Quest: The Tyrant's Treasures

By this point, we should already have assembled a full set of Brakk's equipment. If these items are worn separately, they will have serious negative effects. If you wear the entire set, the curses of things will disappear. Location of all unique items:

Heart of the Tyrant - Dark Cave;

Tyrant's Leggings – Lord Withermoor's Jar of Souls;

Tyrant's Boots - In the echoing swamps on the northern shore, in the tower;

Corrupted Tyrant's Helm - Armory;

Tyrant's Gloves - Bracca Tower, Tomb;

Brakk's Spear - Lord Withermoor's;

Brakk's torch - enchanted pigs;

Brakk's Cursed Ring - Dark Cave.

Dragon Beach

Quest: The Purged Dragon

From the high plateau with the labyrinth we go down to the right along the vines. On the snow-covered beach sits a huge Winter Dragon Slane (Slane The Winter Dragon, lvl. 9). He is chained to the posts and therefore not dangerous. We destroy two pillars with chains, after which you can talk to him. The dragon will say that he was bewitched by a local witch, and to get out, he needs her Purging Wand to Slane staff.

We pass along the shore to the south under a rocky arch. At a dead end we find a rock in the shape of a skull, we enter it. In the cave we see barrels of oil along the edges, acid traps in the center and many traps. The traps disappear when approached, but these are not illusions, but magical protection against mine clearance. We plug gas traps by placing barrels and boxes on them. We can step into traps with the healthiest character, and then quickly heal him. After that we can move on.

In the depths of the cave we meet the witch Radeka (Radeka the Witch, level 6). Here she grows special blood roses that grow from human remains. We enter the battle, the witch will call 3 carrion beetles and 3 zombies to help. Here the enemies have a great tactical advantage, so it is better to start the battle like this: we leave the heroes in a narrow passage, approach with only one hero, preferably a thief, communicate with the witch, and after the start of the battle we quickly move back to the companions. We hold the defense at the exit from the cave hall. Radek will stand on a distant cliff for several turns, during which time we will need to stay away from her and kill small enemies. The bugs are on their own, and may even attack the witch if we move away.

In battle, the witch causes a bloody rain, and then passes an electric current through the bloody puddles, which stuns the heroes for several turns. She will also definitely charm one of the heroes for two turns, and he will fight on her side. You need to take with you more stun weapons (stunning arrows for archers, ground strikes for geomancers) to prevent the witch from casting a spell and immobilize the enchanted ally. It is also worth taking several resurrection scrolls with you, the battle will not be easy. All this will allow us to win.

We return to the eastern beach. We give the dragon the Purging Wand to Slane, taken from the witch’s body. The dragon will turn into a lizard, thank us, and then disappear. (You can fight the dragon, you will get an achievement for this, but it is quite difficult even on normal difficulty).


Abandoned camp

Quest: Call to Arms

From the dragon we climb the rocks to the right. We meet the druid Ymmit, he talks in detail about howling on the crosses. They can be killed with special wands that drain the magic of the Source from the creatures. After searching the entire island, we can find 4 such rods. Each wand has 4 charges, after which you need to recharge in the sanctuary of Amadia near Gratiana.

If earlier we helped knight Gareth and visited his refuge in the south, now he will set up a camp on the hill in front of the city, and several of his knight assistants will also be here. We talk with Gareth, find out his plan, confer with all members of the group, and agree, but do not begin the assault yet.

On the right, on the highest rock, we will find a lone hunter, Master Ames. All approaches to it are mined. He himself is not dangerous, and he has nothing interesting.

Before the assault begins, we need to eliminate the howling ones. From afar, we cast the spell contained in the wands on them. 2 howling right on the road, 3 more in the side room. (If we don’t have wands, then right during the assault the howlings can be destroyed by the Winter Dragon if we freed it).

On the right we can teleport to a separate island, where we find useful things in the chest. On the left there is the same island with boxes where you can teleport, but there is nothing interesting there.


Boss: Alexander

We agree with Gareth to begin the assault. We can take two of his warriors with us. His squad will go down the left path and begin to capture the ship. We need to go along the central road to the pier.

On the northern pier we see Bishop Alexander. He stands in front of the boats, and is about to leave the island, but enters into battle with us. There are several level 8 enemies against us: Alexander himself, assistant Geist, 4 masters (warrior, archer, mage, thief). The battle is very difficult, even if we have accumulated level 7, we take several resurrection scrolls with us.

We only need to hold out for the first 2 turns. After this, a huge Void Worm will appear from underground, and the masters will begin to attack it. There is no need to be distracted by the worm, Alexander is much more dangerous, we continue to beat him. The worm only appears from the ground below, so it is better to climb to higher ground and attack from there.


After the victory, the elf sorceress Khvor appears, she is interested in which of the gods we communicated with and what spell we received. She is the chosen one of another god, and will now stick with us. The disease invites us to the captured ship. We can refuse and complete all the remaining additional tasks. When we agree, the chapter will end, and it will be impossible to return.

3. Awakened

3.1. Ship "Mistress Vengeance"
Divinity: Original Sin 2. Walkthrough


Quest: Lady of the Seas

There were many dead on the ship during the assault. We talk with Gareth and Khvorya, it turns out that the ship is alive, it is built from a special tree. To start sailing, you need to agree with the ship.

Upper deck. We go down into the hold. The companions have gone about their business, but they can be reassembled by walking across all decks. Here we find half of them, go down even lower.

Lower deck. At the bow of the ship there is a cage in which the crippled but surviving Bishop Alexander is imprisoned. In the center of the floor there is a magic mirror where we can change the appearance of the character and his basic characteristics. There are special doors at the back of the ship that you can interact with.

To open the doors, we find wet diary, it contains the password "Fortitude". We demand to be let into Alexander’s cell, we examine the body, we find it on his clothes hex stone. We return to the door, use the hexagon and password.

Cabin Dallis. In a locked cabin we find a craftsman named Tarkin. He says that he was a prisoner of the witch Dallis. We can trust him and let him live. You can buy many things from him.

We examine the bed; to the right of it there is a pressure plate. After pressing, one of the cabinets moves, with the other hero we press the button behind this cabinet. The lattice door to the room with valuables will open.

On the large table near Tarkin we find teleportation pyramid. We use it, and we will instantly be transported to the secret room. We fight with two level 8 Geists. After the victory we find book with songs.

We return to the surface, activate the living sculpture of a dragon on the bow of the ship, sing a song from the book, and the ship will obey us. We can talk normally with the ship, or declare it our slave to receive the achievement. We speak with Illness, she tells us that we need to go to Driftwood to meet with Maester Siva.


Open sea

On the way, we are attacked by Dallis's ship, along with a mysterious Cloaked Figure. The enemy leaders themselves do not participate in the battle, but they cast spells. There are 2 Geists, 3 Masters and 2 Bloodhounds against us. The forces are not equal, we won’t be able to win, we only need to protect the Ailment for 5 turns while she casts a global spell.

Only 2 Geists are the most dangerous, they cause severe physical damage, and can often teleport directly to the Illness. We quickly remove either their physical or magical armor, and after that we use various slowing spells (throw a stone, hit the ground, freeze, maim, sleep, stun arrow). Ordinary masters can also quickly jump or move to the Illness, but only 1 time, after which we can teleport them or the Illness itself somewhere far away. We constantly use healing spells, stone skin, and magical protection on the sorceress. This will allow her to live for 5 turns.

(If during the battle we do not kill a single enemy, we will receive an achievement. If on easy difficulty we manage to kill all the attackers, we will receive another achievement).

Free waves(Seascape)
Survive the Siege of Dallis on Lady Vengeance without killing all enemies.
It is quite difficult to kill at least someone in this battle, so we will get it almost automatically.
Thug(Swashbuckler)
Survive the siege of Dallis on Lady Vengeance by killing all enemies.
There is a chance to complete this only at an easy difficulty level and if you are well prepared for this battle.



Quest: Into the Halls of Echoes

We appear in the halls and see that all the patron gods are bound and suspended on the tree of emptiness. There are 7 gods in total: Zorl-Stissa - God of lizards, Tir-Tsendelius - God of elves, Dune - God of Dwarves, Vrogir - God of orcs, Zantezza - Goddess of demons, Amadia - Goddess of wizards, Ralik - God of people. We collect the magic of the source, approach the god of our race, and cast “Blessing” on him. God says that they are being swallowed up by emptiness, and they must hurry to save them.

We come to consciousness. The Illness spell transported our entire ship to another world. We go down to the lower deck and communicate with the sorceress. We return to the real world and swim to our destination.

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There are quite a lot of not only exciting additional tasks, but also a variety of unique things: weapons, armor, amulets, etc. Moreover, finding such rare and powerful things is not so easy, so if you want to become stronger so that the heroes have decent equipment, you will have to work hard. This guide will help you find many unique things, since it contains a complete list of all worthwhile things in the game: description, location, requirements. All information in the guide is arranged in chronological order, so things will be encountered as you progress through the game.

→ Two-handed axe: “Slug Axe”

Location of all unique items in Divinity: Original Sin 2

♦ Item description: “This simple ax will get the job done if the job is to cut down a tree. Or cut off the head."

Where to find the two-handed ax “Slug Axe”? A group of characters will be sitting at the table marked in the screenshot above. So that same Slug will stand there. Of course, he won’t just want to give you the ax, so you’ll have to take it away from him somehow.

→ Chest: "Armor of Hildur"

Hyde By weapons VDivinity: Original Sin 2

♦ Item description: “Hilda thinks that the cuirass will not be useful to her in prison, so she sells it.”

Where can I find the Armor of Hildur breastplate? So, to find this valuable armor, in the first fortress of the fort, move straight until you reach the altar. Hilda will be standing directly behind the altar below. In fact, she will sell the presented armor.

→ Amulet: “Saheila’s Comb”

Guide to armor in Divinity: Original Sin 2

♦ Description of the item: “This amulet is skillfully depicted with an eight-pointed star - a symbol of the Seven and the higher spirit that connects them with humanity. The Church considers this sign heretical.”

Where can I find the Saheila's Crest amulet? Again, the search will unfold in the first fortress of the fort, as in the search for the breastplate described above. Once again, when entering the first fortress, you go straight up to the altar. Behind the altar below there will be a cage, and inside the cage there will be an elf (it is he who will give this unique amulet). But to get the amulet, you will have to either complete the elf’s task, or secretly open the cage. Although there is a third option - kill a bunch of characters around and again open the cage. If you take on the task for completing it, which I recommend to you, then the elf will be released upon completion, and as a reward he will give the same amulet “Saheila’s Comb”. The screenshot above shows not only the location of the cell, but also where the task is performed.

→ Ring: "Migo's Ring"

How to find all the unique weapons and armor in Divinity: Original Sin 2?

♦ Item description: “The heavy gold-plated ring is embossed with the silhouette of a dragon. Over time, the ring has already become thinner - the owner, apparently, did not part with it.”

Where can I find Migo's Ring? There are two ways to take the ring from fellow Migo. The first and most typical is to kill the character. The second way is to give the Arnica flower (x:243y:123). Where is Migo? You can find it if you go through the fortress, then go out to the cave with a dog. So, in this place there will be a corpse of an old man, whose head will indicate the further correct direction - move in the indicated direction and at the end you will come across Migo. However, keep in mind that the ring you receive will be required to complete the mission!

→ One-handed sword: "Kalias Silencer"

Where to find all the unique weapons and armor in Divinity: Original Sin 2?

♦ Item Description: “Kalias' Patented Stun Sword. The last of the existing copies."

Where can I find the one-handed sword “Kalias Silencer”? The sword can be purchased from a lizard merchant named Kalias, but for a decent amount. The merchant Kalias is located in the cave (within which there is a camp), where the dog will stand.

→ Spear: "King Brakk's spear"

Guide to unique weapons in Divinity: Original Sin 2

♦ Item Description: “A spear from ancient times, covered in the long-dried blood of Lord Withemore.”

Where can I find the Spear of King Brakk? The spear cannot be purchased or obtained through battles. The spear of Brakk can only be pulled out of the body of that same Brakk. Moreover, this will require a considerable amount of force. You can also use telekinesis, with which you can also pull out the spear. To get to Brakk's body, in the cave-camp where the dog will stand, play hide and seek with the kids: if you find one of the kids twice, then in return, as a reward, he will show you the secret path to the spear.

→ Gloves: “Gloves of Teleportation”

Guide to unique armor in Divinity: Original Sin 2

♦ Item description: “How interesting! Wearing these gloves, you feel as if you are able to push the boundaries of reality with your hands. After experimenting a little, you realize that the gloves allow their owner to teleport not only objects, but also living beings!”

Where can I find Teleportation Gloves? You can get this useful item after killing a crocodile on the peninsula, which in turn is located immediately behind the first fortress. There are a few more nuances: first, gloves will be required to complete the task, but you won’t have to give them away; second, if you wish, you can buy a book with the same ability.

→ Onion: “A glorious onion.”

All the secrets in Divinity: Original Sin 2

♦ Description of the item: “This bow, simple at first glance, seems completely ordinary, but if you look more closely, you will notice that amulets and patterns are neatly carved on its hilt. Whoever once owned this bow must have doted on his weapon.”

Where can I find the Glorious Bow? You can find the bow on the broken bridge where the chest is located, but you can get to the chest if you use teleportation gloves. From the place where the character crashed after the Prologue, turn to the statue (the statue can teleport) to transfer your partner to the broken bridge, after which he will have to collect all the useful items in that place. And in one of the chests there will be a “Glorious Bow”.

→ Wand: "Turtle Claw"

Pictures with the location of all the unique things in Divinity: Original Sin 2

♦ Item description: “A twisted claw of an ancient beast with a poisonous tip.”

Where can I find the Turtle Claw wand? The rod can be taken from the turtle, which you have to kill. The turtle is notable for the fact that after its death it explodes everything that moves. To find the turtles, you will need to go into the cave (which does not require loading). However, this is not all: next you will need to overcome the poison by climbing the vine and passing the shack of a lonely elf with a baby. But be careful, because if all the turtles attack you, the whole team may die - the fight with the turtles will be quite difficult.

→ Crossbow: “The Hound's Crossbow”

♦ Description of the item: “The hound's crossbow, from which he could shoot bloody pieces of meat for his pets. It smells rotten and dog-like, but it’s in full working order.”

Where can I find the Hound's Crossbow? There is a basement under the order building. There are cultists and dogs in the basement - there will be a locked room right there (aka the bedroom). When you manage to get inside, you can find a crossbow behind the dogs.

→ Amulet: “A simple medallion”

♦ Item Description: “A simple pendant, unremarkable except for the sparkle that flickers in the cherry stone.”

Where can I find the Simple Locket amulet? First you need to get to the littered prison cell, which is located in the prison. There will be a corpse inside, but to get to the corpse you will have to use the teleportation gloves.

→ Item: “Lice-cutter”

♦ Item Description: “This frightening device is designed to remove faces from suitable corpses. For what purpose, you ask? Masters of the arcane arts use faces to create masks of transformation.”

Where can I find the Litezer item? You can find this valuable thing only from the leader of the sectarians, who is located in a huge room (which looks more like a torture room). Moreover, keep in mind that no one will voluntarily give you this item, which means that you will have to fight for it.

→ Dagger: “Abstinence”

♦ Item Description: “The blood that caked on the blade of the dagger reminds you of the words your mother said: “Those who deny themselves their desires will find a way to satisfy them in another way.” One way or another, blood will definitely be shed.”

Where can I find the Temperance dagger? This dagger can also be found with the sectarian leader in a large room that resembles a torture room. And again, no one will voluntarily want to part with the item.

→ Shield: “Shield of Master Karin”

♦ Item description: “The magister is protected by a strong shield, polished to a bright shine. However, it did not help the previous owner.”

Where can I find Master Karin's Shield? You can take this shield from the corpse of a master who belongs to the order. However, it will be possible to take it only from those who are standing near the boat and, for unknown reasons, are trying to get to the bottom of the boy in the basement of the order.

They are from the magician Kniles the Flenser, whom you will find in his dungeon in Fort Joy.

Alexander's Cloak

You need to kill Alexander to take his cloak. The location is marked on the map below.

Amulet of the Depth

You need to kill Voidwoken Deep-Dwelle, whose location is marked on the map.

Amulet of the Void

Found on the body of a living Poisonous Nether Salamander.

Bracca Bracelet

Located in the Mysterious Cave, after the statue. The place is known as a madman's enclave. You get it when you kill Trompboy with the Cursed Staff.

Amulet of the Shattered Spring

Given after you fail to save Gareth.

Burro's Wooden Club

When you first enter Fort Joy, there will be an argument (unless you are playing as Ifan Ben-Mezd) about whether the elf should pay. If you fight the elf and kill the NPC named Burro, you will find a club on his body.

Pyromancer's Rotting Belt

To the right of Zaleskar, go down the hill, cross the bridge and prepare for battle. Be careful, there will be a skeleton there.

Teleportation Gloves

They can be obtained by completing a quest that an NPC named Gawyn will give you the quest. Gavin is at the scaffolding when you first enter Fort Joy.

Gavin's Robe

After completing Gavin's quest, his body will be in Fort Joy Harbor. Or you can just kill him and take the mantle.

Griff's Potato Peeler

Kill Griff to get this weapon. He will be in the kitchen, which is located behind the statue. Be careful, as he has many helpers.

Hallorn's Sword

This blade is given to you by Kerban in the Shrine of Amadia (where the Seekers are) if you ask about his dead friend.

Bow Holinda

Found on Magister Holinda, who stands guard at the locked gates of Fort Joy. The only way to get the bow is to kill it.

Enlightener

After blessing all the flaming pigs, a Scarope skeleton will appear, on which this item will be. You can kill him or mislead him.

Kalias' Stunner

This item is sold by Kalia the lizard; you can find it in the cave marked on the map below.

Magister's Robe

On Dave's Magister in the harbor. Try not to hit the monks.

Magister Orivand's Mace

To do this, you must kill High Judge Orivand, who is located in Fort Joy. On his side are 2 swordsmen, a cryomancer and a pyromancer. Also, this battle can be difficult due to the landscape of the map itself.

Master Trippel's two-handed sword

On Magister Trippel, who is on the wall. The magister will talk to the paladin, who can generously reward you if you leave him alive. Trippel will have 2 swordsmen and 3 archers with him.

Breastplate Migo

On a character named Migo, who is on the beach, a little further than the Doctor.

Migo Ring

You can either kill Migo or give him the yarrow flower that grows near the coffins. You must give the ring to Magister Yarrow as proof so that she will trust you that you know her father's location. You can get the ring back by killing Magister Yarrow.

Radek's Thorn

You must kill Radek, who is in the cave to the right of the Gargoyle's labyrinth.

Saheila Crest

Amiro will give it to you after you free him from his cage in Griff's kitchen.

Shadow Eye (Magister's Crossbow)

This crossbow will be given to you by Ifan Zaleskar as help for his assignment.

Simple pendant

Found on a skeleton body in a chamber underneath Fort Joy where the doorway is blocked by a boulder, so you need to fight some enemies and go down the stairs.

Slug Ax

On top of the wall when you first enter Fort Joy, there are 3 people gambling. Accuse one of them of fraud, after which the battle will begin. When you kill the Slug, you will find an ax on his body.

Spear of Brakk Rex

Located on Lord Withermoore. This is a spear that pierces his body, but in order to pull it out, your character must not have strength by default.

Axe

Just buy it from Zaleskar.

Trompdoy's Ax

Located in the Madman's enclave in the Mysterious Cave.

Viper tongue

Note: This weapon was previously called the Ancient Sword.

When you first arrive at Fort Joy, there will be a statue of Bracca Rex. Behind the statue is a broken bridge. To get to it, you need a teleport spell. After that, go past the tower and turn left. Follow the path to the skeleton. The sword will stick out of the ground.

Waltz's Staff

Found on Waltz, one of Griffin's minions. He stands at the entrance to the dungeon.

Belt Withermoore

When you complete the Withermoore quest, he will have the belt you need on his body.

How to get to Fort Joy?

  • Thanks to regular teleportation and teleportation gloves (recommended solution).
  • Thanks to the teleportation gloves and masters. You need Magister Yarrow's key from the Geist Killer quest.
  • Thanks to finding a secret passage on the beach near Migo
  • Using the main gate (not recommended).
  • Through a hidden passage in the altar in Fort Joy during the quest "Withermoor's Jar of Souls".

You must start a fight with the guards and let them grab you. Whichever route you choose, you will end up in a fortress from which you must eventually escape. You have several options:

Boat ride

Difficulty: Easy

This solution is only possible if you saved Delorus's life (either by accident or on purpose) while exploring Fort Joy. After killing the masters who are torturing him, talk to him. Delorus will give you a password, which you need to give to his partners - you will find them near the water. Partners will be suspicious, but if during the conversation you choose the second dialogue option, everything will go smoothly. You will be left with a little boy named Hanem, with whom you can board a boat and go to the Sounding Marsh.

Escape from the room with Judge Orivand

Difficulty: Difficult

You have two options. You can crouch (C) to the right of the judge, move the boxes, and then go down the stairs after the wooden scaffolding.

Stand in front of Judge Orivand and his retinue. The fight can be difficult, so we recommend at least level 4 experience and skillful use of teleportation (teleport the most annoying opponents to separate them from the ones you want to eliminate first).

Escape through the gate after supporting the Paladin

Complexity : Average

In the fortress courtyard you will find many enemies and one NPC - Paladin Kork. If you get to them (no matter how), a fight will begin. The Paladin will help you by distracting some of your enemies. Once you win, you can leave the gate and return to the Sounding Marsh.

Escape from Fort Joy after fighting Kniles the Flenser

Not for beginners. After the fight, simply exit through the canal.

What may be useful

Lice-cutter

A device that allows an undead character to cut off their own faces for later use. You can find it in several places, but first of all the item will be found in the basement of Fort Joy (“Flenser’s Playroom”, from the mad master Kniles the Flenser). By killing him (or making an agreement), you will get the unit so desired by every revived corpse.

As the game progresses, you will meet several more of these hypocrites, but this will be much later.

Fein's mask of transformation

After escaping from Fort Joy, go up from the portal (along the map) until, on a small sandy island, you come across the witch Windego - the same one who sank your ship. Having dealt with it, you will return Fein’s mask to yourself, automatically making the face cutter a not particularly necessary toy - all faces have already been entered into the “memory” of the mask. Another issue is that to transform into someone you will have to wear it on your head, which is why you will lose the ability to wear a helmet.

Teleportation pyramids

This item is not exactly on the island, but you need to write about it. If previously the pyramids could be obtained almost at the very beginning of the game, then in Original Sin 2 you will have to complete the first location and get to the “Lady of Vengeance”. There, in Dallis Sledgehammer's cabin, you will find the first pyramid. The second is located right there on the ship - it will be enough to find the hidden hatch in the cabin and defeat the two guards of the pyramid. But you will have to run for the remaining two copies (there are four pyramids in Original Sin 2) - they are scattered around the world, and finding them is not so easy (hint - the first is located on the Churchyard, the second on the Blood Moon Island).

Teleportation Gloves

One of the most useful items for the early stages of the game (and generally useful), because it allows you to use the teleportation spell. You can get it by taking a quest from Gavin in Fort Joy and defeating three crocodiles on the western beach (although the quest itself is very optional, you don’t have to take it). The gloves themselves remain with you even after completing the task, and you will need them to quickly solve many puzzles, as well as to easily get to many secret places. By the way, when you go to the hidden alcove to help Gavin, don’t forget to dig up the treasures next to the entrance.

Rob Gavin

Obviously, you can only get it by forcing the previous owner of the robe to give up his life. This can be done in two ways - either by killing him yourself (not recommended), or by completing his task, allowing him to escape from the Fort. In this case, you can find his corpse turned to ashes in the harbor of Fort Joy. True, before you pick up the robe, you will have to fight five masters, but this is not the biggest problem.

Viper tongue

Having received either the teleportation gloves, or purchased a book with a similar skill, return to the very beginning of the Reaper's Eye island - to the teleportation statue on the shore. Climb onto the destroyed bridge and teleport one of your companions up. Run across the bridge and collect everything that is lying around, then go up the mountain - you will see two corpses there, a bag of gold and a one-handed sword Viper's Tongue. If you don’t want to buy something one-handed for a character with a shield, then this sword will serve you well in the near future.

Chastity and Abstinence

Two daggers that are perfect for an assassin character. You can get them in the same place where you can get the cutter - that is, remove them from the corpse of Kniles the Flenser. It is very difficult to miss them - unless you decide to leave Fort Joy by any other route, and, in principle, decide not to bother clearing the location from the masters.

Saikhely ridge

Can be obtained after rescuing the elf Amiro from Griff's captivity. There are two ways to save him - by completing Griff's quest about the stolen oranges, or by killing Griff and his company. After releasing Amiro, you will receive an amulet, as well as a couple more quests.

Migo's Ring and Migo's Breastplate

Two unique items that can be obtained on the same task - "Gheist Killer". You can only get both if you kill Migo on the beach at Fort Joy. If you bring him an arnica flower (it grows in many places, just wander around the area a little), then Migo will not rush at you, and will give you the ring just like that. The ring is quite useful as it gives you the Healing skill, but you will have to give it up if you want to complete the quest. However, it’s up to you to decide what to do.

Simple amulet

Can be found in one of the prison cells of Fort Joy, on the level with fire slugs and masters who are torturing one of their own. The pendant is in a chamber, the entrance to which is blocked - so you will have to use a teleportation spell or the stairs that start in the room with the magisters. The first method will allow you to get the amulet without a fight, but for the second you will have to break several empty heads. By the way, you will need to take the ball from the body of the Master Houndmaster in order to use it to distract the hounds inside the Fort. This way you can also pick up the huntsman's crossbow.

Spear of King Brakk

Can be obtained if you have a character with a strength value greater than the standard 10 units. It's not difficult to find - play hide and seek with the boy in the cave in the south of the Fort, after which he will take you to Lord Withermoor, the skeleton whom King Brakk pinned to the wall with his spear. Pulling it out will automatically start the quest and also give you a nice weapon for the early stages of the game. For completing the task you will also receive a unique Withermoor belt.

It's worth noting that the spear is NOT included in King Brakk's item set, and therefore can be carried without any problems (more on that later).

Enlightener

A unique one-handed mace that can be obtained from the quest “Burning Pigs”. After you use Blessing on one of the burning pigs, the bone lizard Scapor will appear next to you. By persuading him or destroying him, you will receive this mace and can continue the task. Interestingly, this quest used to give you a two-handed mace called “King Brakk’s Torch,” but the developers decided to remove it from the game for unclear reasons. They probably considered it too lethal (60 damage at this level is too much), but why they removed it and not nerfed it is another question.

Amulet of the Depths

After going from the burning pigs deep into the swamps, you will come across a rather difficult battle - a bunch of skeletons and Moloch of the Abyss. In any case, you will have to fight them, but I still recommend preparing for the battle by walking around and gaining experience. After destroying Moloch, you can pick up an amulet from his body. In addition, literally here you can learn the “Blessing” skill - just go to the statue on the hill where Moloch stood and talk to it. You will do this one way or another, because you need this spell for the plot, so it is better to take it immediately after defeating Moloch.

Amulet of the Abyss

Proceed further from the burning pigs (but not towards Moloch, but a little lower if you look at the map). After fighting the Voidspawn at the burning ruins, follow the path to the right (again, follow the map) until you come across a beach and three Abyssal lizards. After destroying them, do not forget to search their insides - the amulet is hidden inside the green one.

Retribution

The most difficult item to obtain on the entire list, and in fact the most difficult fight in the entire first act of the game. The Hammer of Retribution drops from Dallis Maul if you manage to defeat her during the first encounter at the entrance to Fort Joy. This may turn out to be another problem - Dallis herself has a LOT of health (she is, after all, level eight), plus her two “pets” and Bishop Alexander will interfere with you. Despite such difficulties, the players found a way to destroy Dallis alone, without any group. Even on “tactical” difficulty.

To do this, you will need at least the fifth level (Dallis will stand at the entrance to the Fort until you try to leave it), as well as a certain class (an archer is easiest), or a normally organized group. The idea is to destroy Dallis and her company from the wall, having previously blocked all approaches there, and teleport those who still break through using skill and gloves.

There is no need to kill Dallis “entirely”, and you won’t be able to do it anyway - when her health reaches half, something very bad will happen. unexpected plot twist(seriously, if you don't want spoilers, don't watch the videos with tactics and strategies on how to defeat her), after which Dallis will take Alexander and leave the Fort. As a souvenir of your victory, you will receive a two-handed hammer Retribution, which improves your performance quite well - this is one of the most powerful weapons that can be obtained on the island. You will also receive a special achievement for this.

Here is one example of such a passage (little has changed since Early Access). Please note here spoilers, so watch at your own risk:

Ring of Bracca

Another artifact of the cursed King of the Source, which is not included in his armor set. You can find it after defeating the Trickster in the Brakk vault, when you fight the Trickster in the hall with illusory bridges. The ring is interesting for two reasons - it allows you to go through the maze of gargoyles without wasting time solving riddles, and also because it is completely cursed. So thorough that even a “Blessing” cannot remove the curse, so wearing the ring on your finger is not recommended at all. In the same location you can also get the Trickster’s Hatchet.

King Brakk's Set

A set of five items - gloves, armor, boots, pants and a helmet, which can roughly be called a “set set”. It does not provide additional bonuses when you wear the entire set, but there is a reason why it MUST be worn as a whole. Or don't wear it at all. As I wrote above, the set does not include the Spear and Ring, which can be worn separately.

Tyrant's Leggings can be found in the passage with soul jars, where Withermoor will ask you to look. To do this, on the left side of the corridor (if you are looking forward from the entrance), find the statue of Brakk and talk to it. Keep in mind that for this you will need a minimum of 15 perception units, after which you will be able to see the “chip” on the statue. The pants are taken from this very “chip”.

Tyrant's Boots can be found after you leave Fort Joy. Having found and killed Windego, go north along the coast until you find a dilapidated tower with lightning flashing above it. You need to teleport one of your companions up so that he can pick up everything that is lying badly, and then go down using the vines. The boots will be there, so don't forget to pick them up.

The Tyrant's Chestplate can be obtained from the same place where you received Brakk's Ring. Get to the end of the cave, where there is a hall with jars of souls - the armor will lie right here, leaning against one of the pedestals.

The tyrant's gloves are the most difficult to obtain - to do this, you will first need to go through the labyrinth of gargoyles, then open the passage to Brakk's tomb, and then open his sarcophagus. The easiest way to do this is if you have already received the ring - this way you can skip the maze stage. You can open a passage to the tomb if you have at least one Source point and you are not wearing a collar blocking its use. To open the sarcophagus itself, one of your characters will need 18 units of strength. Gloves will be inside.

The tyrant's helmet is the easiest to find - they will literally rub your nose into it. It is located in Brakk's armory in a ruined castle in the swamps - where you saved the paladin Gareth from the masters (by the way, if the paladin dies, you can pick up an amulet that is unique in its uselessness). To open the door to the armory, you will need two Source points, the Blessing spell, and the collar that was removed from you. The “Blessing” is hung on the lever by the door, and the second Source point is spent to open the internal vault with the helmet.

The helmet is interesting because it has the ability to destroy screamers - this is one of the most useful items for escaping from the island. However, it is worth noting that it is cursed - it takes away one leadership point from you - so you will have to worry about cleansing it. To do this, you need to destroy several screamers using the “Rupture” ability, which is granted by the helmet, after which a demon will appear and take the helmet for itself. After defeating the otherworldly creature, you will get the helmet back, only there will be no more “Rupture” - instead, the helmet will give you the “Chains of Pain” skill. But the helmet will no longer take away the leadership.

The main problem with the set is that each of its parts is cursed, and you cannot wear them separately. Armor puts fire on you, boots don’t allow you to move, the helmet puts you in a “warmth” status, and so on. The solution is very simple - wear the entire set at the same time. Given that it offers decent performance, you should be able to run around in it for a while longer until better things start to drop. It is also worth noting that the characteristics and level of the items from the set are always the same, so there is no point in leaving the extraction of the set “for later” in the hope that its stats will change.

Blood rose oil

A very interesting potion that permanently increases all the characteristics of the character who drinks it by one unit. You can get it by mining a bloody rose and “mixing” it with an empty potion jar. This very rose can be found in a cave on the dragon beach, and for it you will have to fight the witch Radeka and her pack of the risen dead. From Radek herself, by the way, you can get a good magic rod, as well as a quest magic rod, which you will need to give to Slaine.

Keep in mind that if you just eat the rose, you'll only get a stat bonus for ten turns, so make sure to take the trouble to find an empty bottle.

 

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