Divinity: Original Sin. Tips for beginners on passing

Quest Murder Mystery

As a reward for completing it you will receive 8,250 experience

At the first stage of the game Divinity: Original Sin, you will be investigating a mysterious murder. However, first you need to get to the city, and the way to it is blocked by orcs. Delve into the dungeon to find the tutorial, then move on and you'll be able to watch videos of necromancers emerging from the crypt. Having noticed you, the enemies will call on the undead for help, but don’t worry - you can deal with them without any problems.

Now you can go further or return to the tomb. Inside you will find a tutorial that contains the basic rules of the game, as well as gold. Moreover, getting out of the dungeon will not be difficult either. If you decide to choose a different path to complete the game, turn left and get to the bridge. When faced with drunken guards, either deal with them or allow them to escort you to the city walls. And remember that dead guards can be searched, but the living ones can help you in the fight against the orcs.

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On the beach, not far from the city gates, a battle is raging. After passing the bridge, watch the video about the orc ambush, and then fight them. To win, you need to be the first to kill the shaman, who is able to heal his allies. Right in the middle of the field where the battle is raging, you will see a barrel of oil - using fire, you can explode it and injure those orcs who are nearby. Just be careful, because the shaman can do this too.

After the battle is over, go to the city gates to meet with Master Arhu, who knows something about the murder. This hero will ask you to meet him and Captain Aureus in the northeast of the city. When you find yourself in the indicated place, go up the steps and enter into a conversation with the cat that Arhu has turned into. This will give you information about the night the murder was committed, and then Arhu will advise you to examine the corpse and ask some questions to the gravedigger.

Once on the first floor, talk to the captain so that he will allow you to examine the crime scene, as well as begin completing side missions. First, go to the tavern where the murder took place. The guard will freely let you into the room of Advisor Jake (the victim). Moreover, when the door of the room located on the first floor opens, you will be attacked by a magical discharge. But don't worry, it won't cause any harm to your character.

To further progress through the game you need to open the chest - use master keys or simply break it. Also keep in mind that you can find here the stone needed for the quest “The Story of The Stones”. Moreover, if you haven’t taken this quest yet, just touch the stone and it will start automatically. Read the letter in the chest and you will receive the quest "The Story of The Stones". Moreover, it will end immediately after your hero sees the corpse. Hurry to the funeral home, which is located in the northeast of the city, and go into the room on the left. After examining the notes found here, you learn that the body was stolen. And the gravedigger’s suspicions fall on Mayor Cecil, healer Evelyn, Captain Aureus, as well as Esmeralda, who is the wife of the murdered man.

When you complete the task, go to Evelyn, and you will learn from Master Teliron that the woman hastily fled somewhere. The master will tell you how to get to Evelyn's house, but first take her bag from the next room (it is located near the window). This bag contains the keys. Once in the house, look to the right - there is a chest there that needs to be opened to get a spell to enter the secret laboratory. And on the shelf you will see Evelyn’s journal, from which you can glean information that the secret laboratory is located in the northern part of the map.

You will find the necessary object on the northern beach. Moreover, it is important that the spell in question was used on you. Get out of the city using the eastern gate and move north until a pack of undead attacks you. Once you've dealt with everyone, enter the cave they were guarding and you'll encounter one of the bosses needed to complete The Fabulous Five side quest. After defeating him, use another move to get to the eastern beach. Explore the Southern Cliffs until your allies warn you that you are already there. By using the found spell on yourself, you can freely enter the laboratory.

Inside you will see a sectarian - you need to kill him as soon as possible (before you raise the alarm) and grab the key from the dead body. If the sectarian manages to get to the orcs, he will have to engage in battle with them. After defeating everyone, go to the lower level, and there you will have to fight again. Further, as you progress through the game, you will meet Evelyn and many sectarians. Moreover, the woman will be able to lift and throw zombies into the attack, which will explode, splashing drops of acid around themselves. Hurry up to kill Evelyn, because she does a lot of harm. Moreover, the one of your characters who is capable of inflicting the most damage should attack her - and the rest can simply cover the attacker.

After the battle, you will need to talk with the rebel Jake, and he will tell you who is responsible for his death. At this point, the mission can be considered complete.

As a reward for completing it you will receive 1,800 experience

After being at the crime scene and reading the letter from the victim's chest, you will receive a quest in which Jake's wife will be considered a suspect. You can find it in the store. Show the guard the letter, and he will find out that Esmeralda, in addition to him, has another lover. As for the woman herself, she will deny everything.

To verify the woman’s innocence, go up the stairs and look for the key in her apartment. Go up the steps again to open the nearby door. Continue past the basement and you'll find books on a table that tell you how to plan a murder. Go to the next room and use the secret door to get into the basement. To the left of the stairs you will see hanging meat - you need to remove it and find the switch. Using the switch, you will open a passage to a secret room. And here it will be necessary to demand an explanation from Esmeralda. The woman will say that both the book and the knife belong to her husband, who slaughters pigs. She will also try to transfer suspicions to Evelyn.

Now you can ask the captain to arrest Evelyn or not. In any case, go back to completing the previous quest.

Quest Talking statues

As a reward for completing it you will receive 3,400 experience

On the way to the city, at the very beginning of the game, you can take some notes from a dead body. The journal will contain information that the mysterious statues gave the individual the ability to float in the air, but as a result this turned out to be untrue. To solve the riddle, you need to get into the city. Once in the city, move north, find the entrance to the cave and you will see several enemies. You can deal with them using acid from another enemy and fire. Once inside, you will see a robot, which is the boss required to complete The Fabulous Five quest. When you defeat the boss, use the other entrance and start moving west. As a result, you will find yourself close to four talking statues.

To complete this quest, use earth, water, fire and air spells. Moreover, every time you do this, the corresponding demon will appear in front of you. These are simple opponents, but we must not forget that spells corresponding to their elements work as healing spells on such demons. In addition, even after death, demons are able to leave traps for you.

Quest Entertainment for the public

As a reward for completing it you will receive 125 experience

When you arrive at the market, you will notice Reginald entertaining the crowd with a talking head. Talk to Gallagher and you can find out that Reginald paid him for this. Go to the other side of the square - Cedric will be there, whom the audience is avoiding for now. Tell this character that Reginald's spectators work for money, after which Cedric will ask you to bribe people as well.

During the conversation, use your best attribute to convince the man to switch sides. If you do everything right, Gallagher will agree to help Cedric. Now go to Reginald and tell him that the employee he bribed has left him. On this note, the quest will be completed.

Quest History of Stones

As a reward for completing it you will receive new cameras

At Imp's request, you will have to find as many stones as possible that Evelyn used. Moreover, the number of cameras will depend on the number of stones found. To exit the room, look through the telescope and Imp will tell you how to open the doors to the main hall. Talk to the woman who is nearby. Talk to Imp to receive a portable portal so you can travel between the pyramids.

Using the pyramid, you will find yourself in a bathroom where a woman is bathing. Use the symbol located in the right corner of the screen to move to another location. Back in town, use the pyramid to find the second stone. Moreover, if you are playing through the game in a group, give the stone to another character, and keep the original for yourself. By doing this, you will be able to teleport to each other at any convenient time.

The first stone can be found when completing the quest “Mysterious Murder” in the tavern where the crime was committed. After this, you will be able to unlock the “Hall of Heroes” and find your comrades who have not recently traveled with you. Well, for the second stone you will have to go to the eastern part of the city - where the crowd of fiery undead is located. Just follow the path and you will find the stone after you pass the Magma Monster. This will unlock residential areas.

Quest The Scaredy Pact

As a reward for completing it you will receive 4,250 experience

The leader of the guards will tell you that, according to rumors, the Old Lighthouse is full of ghosts. It turns out that he sent his people there, but they still have not returned. Then, as you progress through the game, you must find out what happened to them. Move to the western gate, where you will be attacked by undead. Try to kill enemies from a good distance, as they explode, splashing acid. After visiting the first of the houses, you will find the corpse of the guard who was supposed to explore the Lighthouse. Continue along the road in a western direction and you will be attacked by undead again. Be careful of those opponents who have bombs attached to their backs. After passing the farm and the house, you will find two guards who were lucky enough to survive. However, they are afraid to go to the Lighthouse.

Along the road you will be able to reach your destination. Moreover, right before the entrance you will have to defeat a mini-boss, who is helped by dogs and archers. Remember that he is able to revive his fallen defenders, and be careful - have two of your team distract the dogs while the other two deal with the boss. When the Lighthouse Guardian falls, kill the remaining enemies.

After going inside the building, you will meet a ghost named Samson, from whom you will receive the quest “Lost Love At the Lighthouse”. Listen to his story and go to the guards (you can tell them about what you saw). Moreover, remember that if you share information with them, the guards will return to the captain and take credit for all your merits. In this scenario, you need to interrupt them and tell your boss the truth. As a result, liars will be punished. If you remain silent during the first conversation with the guards, they will go to the Lighthouse together, but, in any case, the quest will end for you immediately after returning to the captain.

Quest Lost Love at Mayak

As a reward for completing it you will receive 3,075 experience

This task was given to you by the ghost Samson, whom you met at the Lighthouse. He talked about his love for a woman whom you now have to find. Go into town and use the southwest gate to find yourself near the harbor. Having found the bodies of an orc and a man, follow the tracks of the orc and his retinue. You can read about how to fight this enemy in the quest “Crabs vs. Skeletons.” Go inside the cave and you will see skeletons fighting orcs. You can intervene in the fight, or you can wait until it ends without your participation. Find the pirate leader's key in the mission "Crabs vs. Skeletons." Not far from the battlefield there is a ladder - you need to climb it. The remains of the dragon will be proof that you are going in the right direction.

At the next stage of the game, you will find yourself in a location where you will be attacked by a crab. Kill this enemy and get the loot to use in the "Kitty love" quest. Go forward and you will see another crab (huge) - this is the boss. This enemy is difficult in that he has the ability to summon small crabs to himself, as well as attack opponents with water. To defeat the boss, use fire and electricity. Then go forward and you will meet the ghost of a woman who needs to be taken to Samson. Once back at the Lighthouse, make a decision as to whether they will leave it together or separately.

Quest The Missing Archaeologist

As a reward for completing it you will receive 3,100 experience

At the request of Aureus, you will have to find the disappeared archaeologist, whom this hero sent to explore the ruins in the forest (to the northeast). Use the North Gate and turn left. You will find archaeologist Wulfram in an abandoned house.

The archaeologist will ask you to accompany him to the city. You can agree, and then you need to be careful not to lag behind the man. In addition, you will have to fight with the undead, so if possible, send the “tank” forward. Once in the city, go to the tavern to talk with the archaeologist. Even if this character dies, you must provide information about him to the captain. The captain will be dissatisfied with you, but completing the mission will still be considered completed. But if you refuse to accompany Wulfram, don’t even count on a reward.

Quest Cat's love

As a reward for completing it you will receive 3,350 experience

To begin this challenge, you must have the Pet Pal skill, which allows you to communicate with animals. After all, the quest can only be received from a cat. Enter the King Crab Tavern and, having found Sam the cat, talk to him. He will ask you to find out why Maxine the cat isn't paying attention to him.

Go to the library to find other cats and cats. You learn that Maxine is not interested in Sam because he is too old and will not be able to reproduce properly. Go back and tell the cat the truth. Find him a nice collar.

In the previous task, while visiting the Black Cave, you defeated a crab - the collar could be removed from it. This cave is located on the beach, very close to the western entrance to the port. There are orcs near the cave, and inside it the orcs are fighting skeletons. At the end of the battle in the Crabs vs. Skeletons quest, you will be able to take the key from the dead body of the pirate leader. Find a massive door on one of the walls, open it and, going down the stairs, stop in front of the remains of the dragon. They need to be examined. Soon you will see a giant crab that you should surround and attack. After winning, the crab will drop a collar that needs to be picked up. By the way, there is another, even more evil and dangerous crab, but you should have killed it in the previous task.

Quest The Fabulous Five

As a reward for completing it, you will receive 2,975 experience, as well as the opportunity to join a guild

Before entering the tavern, you will meet Mendinus, who will offer you membership in the guild. By accepting the invitation, you will automatically receive the task of destroying the robot located in the northern cave. Go through the east gate to get out of town and head north. Kill the enemies guarding the entrance to the cave. After killing a crab that explodes with acid, throw it into the fire. Inside the cave you will meet a soldier who will ask for help in the battle with the robot. Here you will have to complete an additional task, the essence of which is to save the maximum number of soldiers.

The boss stands on his feet quite confidently, but he is not resistant to freezing. With the help of rain and cold spells, you can make the robot freeze. Since the enemy attacks mainly with fire, you use water. The frozen robot is not at all dangerous, which means you can easily save the soldiers.

After killing the boss, move to Cecil's office, and then to the tavern. And the “Fabulous Five” task will be completed.

Quest Cecil Mighty Stuff

As a reward for completing it you will receive 3,825 experience

At Cecil's request, you will have to search for a powerful relic that was once stolen from him. Start your search with Conrad collecting goods at the docks. You can find this character on a large, well-preserved ship along with another sailor. It turns out that Conrad knows nothing. But he will advise you to ask members of his team who may have important information.

From the sailor Marv you learn that Captain Ditmar escaped during the attack, taking some kind of package with him. Tell Conrad about this, and he will advise you to look for the captain on one of the beaches. Go past the cave where you completed the Fabulous Five quest to find yourself on the coast north of the city. The enemies you encounter along the way can be defeated using the instructions above. After passing the cave, get to the teleport point to the west, and from there go to the beach. There you will find Dietmar and his sailors, who will immediately attack you. You will be able to deal with a couple of enemies in this section of the game without difficulty - after all, Sam will use the invisibility spell. The defeated captain will drop the artifact. You can take it to Cecil, or you can keep it for yourself.

Quest Crabs vs Skeletons

As a reward for completing it you will receive 3,150 experience

Once on the beach located west of the city, you can see the corpses of orcs. There is also a cave, the entrance to which is guarded by one of the largest representatives of this breed. You need to kill him to get inside. Inside the cave, you will first have to go through an electric field, in the center of which there is some kind of round device. Place a keg on this device to turn off the power. Continue further and you will see a wounded orc, and then witness a battle between orcs and undead. You need to wait until the opponents deal with each other without your help.

Having won, go down and, past the clouds of smoke, get to the boss. This is a mobile enemy that is resistant to cold and can attack with water. So try to stay away from each other with your partners. Without being distracted by ordinary crabs, carefully attack the boss with fire.

After the next victory, go to the room that is located behind the corpse and break the picture hanging above the table. A lever will appear - pull it and press the hidden button. In another part of the room, a hatch will open, through which you can get to the lower tier. Below you will find mines, as well as aggressive crabs with which you will have to fight. No matter which way you go, in any case, in the end, you will find yourself near a camera located in the center, where there are several levers. At this point in the game, your task will be to find the “right” one among them - only he will not cause the fury of the cave.

The required lever is located among the ferns on the stairs on the right (from the outside of the room).

Using the lever, you can go forward and get to the Skeleton Captain. Quickly kill the boss so that he cannot revive the dead members of his retinue, and destroy the barrel that is located in the very center. Remember that undead are resistant to acid. Take the blood crystal from the chest located on the ship. This will be in addition to the reward you receive for completing the quest.

Quest Headless Nick

As a reward for completing it you will receive 4,100 experience

After completing the task “Crabs vs. Skeletons,” carefully search the room located in the center, and near the table you can pick up a key that will open the next door. Go through the corridor, trying not to fall into the traps located on the boards. Below, right in the middle of a large oil puddle, are exploding zombies. You can destroy them.

Going even lower, you will see the ghosts of a father and daughter, and the father will be beheaded, and the girl will ask you to find his head. Remember when you saw Reginald in the square, entertaining the audience with the help of a talking head? Go there. Please note that if you completed the “Entertaining the Crowd” quest, you will be able to get the head without difficulty. True, you still have to defeat her in battle - otherwise, the obstinate head will not go with you. Having completed the task, go back into the cave and give the girl her father’s head. This will end the quest.

Quest Elves and Orcs: Blood Feud

As a reward for completing it you will receive 1,075 experience

First meeting with Elgandar

Elf Elgandar, whom you will see near the cemetery, will ask to meet at the King Crab Tavern. Once inside this building, go up the stairs and, looking into the room whose door is open, listen to the elf. It turns out that he wants you to kill an orc named Victoria, who is now in the library on the first floor. Elgandar believes that she belongs to the tribe that destroyed his family.

South Beach Saisila

After character creation (more details), we are shown a plot insert. From a short introduction we learn that now the magic of the Source is out of control, in Cysila it was used to kill Councilor Jack, and the city is being attacked by orcs and undead. After landing on the shore, we have 2 tasks available to us.

Near a sheer cliff, not far from the shore, we discover the body of a man. The Guardian Statues tricked him into jumping off a cliff.

The cave on the right is a training location, a must-visit for beginners.

Let's go through it and find out the following:

  • Chests can be opened with a key or master key. Some chests can be broken using weapons.
  • Doors can also be opened with a key or broken.
  • Weapons fail faster when objects are destroyed. Things also wear out during battle.
  • For the first time in the caves, you can meet an animal (rat) and talk to it (the “Communication with Animals” skill is required).
  • Many objects in the game can be moved or broken.
  • It is better to neutralize mines and traps using a demining kit. The mage can use a spell or staff to shoot at a distance.
  • Water neutralizes fire, oil can be set on fire, and poison can also be neutralized by fire. Water can be frozen, and any liquid (even poison) can be turned into steam.
  • Traps with holes for supplying poison are deactivated very simply - you need to place any object on the hole.
  • Often in caves there will be puzzles with slabs on the floor: they must be activated by simply pressing, or using any available object (vase or box).
  • All members of your team are connected into one chain. It can be torn apart if necessary, for example, to place heroes on different plates to activate doors. The broken chain can be easily repaired later.
  • Stealth mode is useful when exploring new locations. If you don't catch the enemy's eye, you can avoid a difficult battle, steal an item, stab you in the back, or attack from a more advantageous position.
  • At the exit from the cave we meet a revived skeleton. We learn that in difficult battles it is impossible to defeat the enemy without treatment. The exit from the cave leads to a small waterfall near the entrance.

    Walking along the shore we find the first intermediate altar, with the help of which you can quickly move around the main locations. Nearby is a shovel for searching and digging up treasures (you can try it in action a little higher near a stone with a growing tree). Just below the altar we meet the king of the shellfish/Ishmallusk.

    We move up and find the only bridge across the shore, which is guarded by two drunken guards.

    We find ourselves in the thick of it - there is a battle going on on the shore. The orcs are controlled by a man in a black hood.

    At the entrance to the city we are greeted by the wizard Arhu himself.

    Divinity Original Sin: Saysil walkthrough

    In the city, a ship is on fire at the pier.

    We examine the harbor and find an interesting chest, the path to which is blocked by an ordinary rope.

    It is not safe in the vicinity of Saisil, because the southwestern coast is infested with orcs. The city is surrounded by zombies and skeletons from the north and east, so you need to be properly prepared and level up your characters to the maximum. We go around the entire accessible area clockwise, starting from the harbor.

    One of the rooms of the port warehouse is sealed with a magical lock and is guarded by several guards at once. Such locks can be opened using the “Magic Lockpick” scroll. In order not to get caught, we knock two guards against each other, after talking with each of them.

    Behind the gravedigger's house on one of the city walls we meet the old elf Eglander.

    In the southern part of the city we meet a beggar who tells us a story about the Statue Guardians. On their orders, he burned all his property in order to spiritually cleanse himself. Now he is a beggar and repents of his actions. The city fair is taking place very close by.

    After completing the quest, the talking head is left unattended, so you can easily talk to it. We learn that he lost his body during a shipwreck. We need to remember this information, because we will need it to complete another side quest. Having completed the circle, you need to return to the main task and visit Aures’s house. There is a small kitchen near the training camp where the cook is desperately trying to catch a chicken. We can help him: we leave the chicken alive and get Compassion +1, and if we kill - Heartlessness +1. On the east side of the kitchen, near the wall at a dead end, we find chest No. 1.

    From the captain himself we learn information that the undead are actively surrounding the city and many soldiers sent on missions do not return. We need to find out the source of dark magic.

    The quests received involve exploring the locations surrounding Cysil. But the first thing you need to do is to properly explore the city itself, talk to local residents and investigate Jake’s murder. On the second floor of Aures's house we find Arhu in the form of a cat. He tells the details of the crime. Access to the murder site is now open.

    It's about time visit the market. Here you can sell unnecessary things and take on several quests. In the very center we find Captain Jack, who is ready to give work to three sailors from the burnt ship (you can immediately return to the sailors and close the quest). Walking next to him is Kelvania, with feminist tendencies. Depending on the player's choice, characters gain Straightforwardness +1 and Cautiousness +1 or Responsiveness +1 and Bravery +1 after talking to her. You can buy treasure maps from the artist who paints a rooster from life near the fountain.

    We meet a thief next to the fishmonger, and little Bertia below.

    We move further and discover the gravedigger's house. We find the undertaker on the second floor and, judging by the conversation, he is very nervous when the topic concerns Jake. In the second room on the first floor we read the magazine, from which it becomes clear that the body of the murdered man has disappeared. Suspicion falls on Esmeralda, Mer Cecil, Aures and Evelyn. In the northern part of the city there is a cemetery with Jake's fresh grave. His faithful dog is constantly hanging around her. Using the “Animal Lover” skill we talk to the dog. The animal does not recognize the smell of its owner at all.

    We dig up the coffin and find Bertia's rotten sheep (we return to it and complete the quest). We need to bring the suspects' belongings to the dog and then we will know for sure whether they have Jake's scent. Since everyone thinks that Esmeralda killed her husband, we meet with her and try to find out the truth. The conversation leads nowhere, so you will have to look for evidence on your own.

    On the second floor of Esmeralda's house we find a key, and in the chest there are smelly panties. The key gives access to other rooms on the first floor. The guards guarding the shop will prevent you from entering them. Therefore, we go around the house and go into the doors located on the north side. We discover a book about planning the perfect murder. We go down to the basement, there is a ham hanging right next to the stairs, we remove it and find a hidden button. She moves the bookshelf aside and now you can go into the secret room. There is a bloody dagger on the table. All the evidence points against Esmeralda. But she, naturally, denies all accusations. We return to the dog and let him sniff the underpants - the animal does not detect Jake’s scent. In Aures's room we find the key, open the bedside table and take away the dirty socks. We take it to the dog, but again the thing doesn’t smell like Jake. We go to the tavern and meet Mendia.

    Inside we also meet the cat Sam, who wants to win the love of the cat Mera Maxim.

    On the second floor of the tavern we continue the conversation with Eglander, who asks to kill the orc Victoria and bring her amulet. The third suspect in the murder of Mer Cecil - it's time to visit his house. We talk with the cat Maxim, she is not going to be with Sam while he is poor. We talk with Cecil, who needs to return the staff of Pergamon and destroy the enraged robot Arhu. We find Charlene, the mayor's maid, and learn about the disappearance of her brother.

    In the Mer's house on the first floor we find the key, open the closed door and take the Mer's odorous shoes from one of the cupboards. We take them to Jake's dog again. And again another failure. Only one suspect remains - the doctor's assistant Evelyn. We talk with Arhu, who gives us the remote control for his robot and control documentation. On the second floor in the library we meet Jaan and take him to our team. Now we have at our disposal 3 magicians and spells of all elements (how to assemble a powerful team).

    Among the books, we are interested in only three - Philosophy of Death, Fighting Rats and The Forgotten Language of Fairies (you need to buy it from the orc librarian). We take them and read them carefully (the knowledge will be useful for subsequent quests). We talk with Victoria, who agrees to give her amulet as proof of her death. The only thing left to do is to deceive Eglander. We return to him and close the quest. We go to the cemetery and dig up the philosopher Nemeris.

    In the center of the cemetery there is a large grave, we dig it up and find secret underground passages under Saisil.

    There are only 3 exits from the cave: one of them leads into the wasteland, near the northern gate of Cysila (not the best option, there are too many strong opponents). The second exit will lead to a hidden chest under the bridge in the city, and the third will lead to a room with more traps. We go through them and knock out the door to level 10. Having climbed to the surface, we find ourselves in an abandoned house that used to belong to the blacksmith of the city. He barricaded himself and set traps because of the undead rising from the depths of Cyseal. We find a button behind one of the paintings, open the door and go outside.

    We return to the quest “Cecil’s Missing Staff”, go to the harbor, talk with the sailors and the captain. We learn that the item could have been stolen by the sailor Ditmar, who is now about to sail from one of the shores of Saisil.

    Inside the hospital we talk with the doctor Teliron and find out that his ward Evelyn uses a magic stone to treat the sick.

    While using the stone, the Seekers of the Source are struck by lightning, and they find themselves in an unusual place, outside of time and space. We talk with Imp, the Time Weaver, get a teleportation pyramid at our disposal and meet The last chest.

    We learn that the fates of the two heroes are inextricably linked. In order for the Time Weaver to continue her work and prevent the world from being swallowed up by the Void, she will need star stones, which provide her with material for the tapestry. And the Source Seekers create energy for them. We use the pyramid and return to Cysil. At the hospital we pick up the first star/inert stone.

    We also find Evelyn’s smelling fur coat in one of the closets. We take it to the dog, and he finally smells Jake from the thing. This means the doctor's assistant is definitely involved in the murder. We examine the scene of the adviser's murder. We find another star stone, which opens a room in the Abode and poems from the Duke of Ferol, an admirer of Esmeralda, with a hint of the murder of Jake. If you come to her again and present evidence, she will again ignore the accusation.

    We return to Mayor Cecil’s house, in the northern room we see a blue teleportation pyramid, we use the one we have and are transferred to the women’s bathhouse. We take the pyramid and now we can use both to move in space.

    We go into the hospital and find out that Evelina ran away in a hurry, and the doctor himself asks to inspect her house. The key to the home is in the student's backpack in the hospital itself. In the house we pick up the letter from Pythia, the diary and the manifesting spell. After examining the records, it becomes clear that Jake was killed by Evelyn. The body is hidden in a secret laboratory in the southwest. To detect it you need to cast a spell.

    It's time to leave the city. But before this, you need to prepare properly: buy all available spell books, weapons, armor (it is easy to exchange any goods from a merchant for expensive paintings or golden plates, previously stolen from the houses of townspeople).

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    Walkthrough * *
    Classes
    Quests South Beach Saisila * *
    Saisil * * * * * * * * * * * *
    West Saisila *
    Northwest Saisila * * *
    Southwestern Saisila Beach
    Black Bay
    At the beginning of the game you will be asked to create two heroes, to which you can later add up to two companions. Companions are given during the game and have their own storyline. These companions include: Jaan the Caster, Madora the Fighter, Beidotr the Ranger, and Wolgraff the Thief (the last two companions from the Bear and the Plunder DLC). Instead of any of them, you can buy a Mercenary, which does not have a storyline.

    A special feature of the game is a classless system for creating heroes, for whom you can independently configure all parameters, including: basic characteristics, abilities, talents and starting skills. By default, the game offers 11 types for each hero.

    These types can be divided into two large groups: mono-classes (have one main skill or several skills in elemental magic and witchcraft) - these are Knight, Fighter, Thief, Pathfinder, Wizard, Spellcaster, Sorcerer, and multi-classes or hybrids ( have two or more different types of skills) - a warrior-mage, a marksman-mage, a thief-mage. I would not recommend hybrids as heroes, since the number of stats and ability points gained during the game will clearly not be enough to effectively upgrade them.

    Another feature of the game is the turn-based combat system, in which each playable character uses a limited number of action points. During combat, these points are spent on moving and performing actions; strike and cast a spell. The maximum action points depend on the “physique” characteristic. Starting action points depend on the speed and perception characteristics. Action points at the beginning of the second and subsequent turns are determined by the “speed” characteristic and the “Glass Cannon” talent. Based on this, ranged combat characters have a great advantage in battle, since they do not spend action points on moving towards the enemy. In addition, enemy melee fighters cannot reach them, and if they do, they do not cause damage. Among the ranged combat characters, we can distinguish the Wizard, who can inflict powerful AOE elemental damage, mainly fire, and the Pathfinder, who inflicts very high piercing damage with arrows on a single target.

    Another feature of the game is that any weapon (except staves) wears out and must be repaired. The same applies to armor if it is hit by enemy blows. This is another advantage for magicians, who do not need high-quality equipment and its repair. The mage deals damage only with spells. But, magicians have one serious drawback compared to the shooter. A magician can cast only one spell per turn, and an archer can shoot an arrow two or three times and from a much greater distance than a magician can cast his spell, which still needs to be studied and taken into account the enemy’s resistance to the elements.

    Pathfinder - Scarlet.

    Stats: Agility +3, Speed ​​+1, Perception +1.

    Abilities: Bow +1, Expert Marksman +1, Legendary +1, Blacksmithing +1, Crafting +1.

    Talents: rudeness, scientist.

    Default starting skills.

    The Wizard - Roderick.

    Characteristics: intelligence +3, speed +2.

    Abilities: pyrokinetics +1, hydrosophistics +1, aerothyurgy +1, geomancy +1, leadership +1.

    Talents: animal lover, long arms.

    Starting skills: flash, minor healing, teleportation.

    Characters are upgraded by adding points of characteristics and abilities when moving to new levels. One point is added to characteristics at even levels, and three points to abilities are added at each level. New talents can be purchased at levels 3,7,11,15 and 19. The transition to new levels is carried out by acquiring experience points (XP) for completing tasks and killing mobs. There is no mob respawn in the game. With each transition to a new level, the characters' health automatically increases. Points of characteristics and abilities can be increased through magical (blue), rare (green) and legendary (orange) equipment, which can be found in chests and other containers (boxes, barrels, baskets, stumps, etc.). Any equipment can be improved through crafting, for which the “Handicraft” skill is responsible. But this is a separate topic. In addition, you can buy special tomes from the secrets merchant in the End of Times, reading which gives 1 stat point and 3 ability points (they are quite expensive).

    Below are examples of leveling up a Pathfinder and a Wizard.

    The ranger's speed and perception increase, with their approximate equality taking into account the achievement of the maximum number of action points. Dexterity is pumped up on a residual basis, taking into account the ability to wear the necessary leather armor. Ability points should be spent first of all on the Skilled Shooter skill up to 5, and secondly on the bow weapon up to 5. It is better not to use crossbows and not spend points on pumping them up, since they require 2 action points more than bows, and shoot will be less common, although the damage from the crossbow is slightly higher. At level 11, you can take the glass cannon talent, which will double your action points on the second and subsequent turns. When you reach Skill Marksman skill 5, you need to take the “fast hand” talent, which will reduce the cost of experience points by 1. For example, with action points of 18, you can shoot a bow 6 times in one turn, but only 3 times with a crossbow.

    We pump up the wizard's intelligence and speed in an approximate ratio of 2:1. Skills are upgraded taking into account the requirements of spells. Therefore, I will list a certain minimum set of magician spells and their requirements. Fire Element: “Small Fireball” level 4, skill 2, “Heat of Fire” level 7, skill 3, “Infectious Flame” level 16, skill 4, “Meteor” level 18, skill 5. Water Element: “Ice Piercing” level 7, skill 3, “Strong Regeneration” level 7, skill 3, “Winter Strike” level 16, skill 4. Earth Element: “Stone Strike” level 4, skill 2, “Deadly Spores” level 10, skill 3. Element air: “Lightning” level 10, skill 3, “Cast Invisibility” level 14, skill 4, “Chain of Lightning” level 18, skill 5. As a talent, it’s worth taking “Glass Cannon” to cast two spells in the second turn.

    It’s better not to invest points in talents that aren’t listed, but save them until the hall of darkness appears at the End of Times. There, at the demon Moloch, you will exchange each unused talent for ability points in a ratio of 1:10. This way, the wizard will be able to take 40 ability points and easily pump up all the necessary elemental skills and still have maximum willpower and other abilities left over. The Pathfinder will receive 30 additional ability points and will be able to upgrade Legend Expert and Craft to 5 (no more is needed), and defense.

    Another feature of the game is the dialogue between the characters after certain events. During these dialogues, characters gain positive or negative character traits that can enhance certain abilities and defense factors. I advise you to take positive character traits.

    Chapter 1. Arrival in Cysil part 1

    Chapter 1. Arrival in Cysil

    Two heroes, Seekers of the Source, after graduating from the Academy, go on a ship to the city of Cysil to investigate the murder of Councilor Jake. The city was attacked by orcs, the undead blocked all the roads, the Mage of the Source was rampaging through the city, so the heroes were landed on the southern coast near Saisil. The story mission “Murder Mystery” begins. South coast of Saisil. After the heroes land on the coast, we go north and find a dead man in front of the cliff. We search him and take the diary. From the diary we learn that this unfortunate man threw himself off a cliff, believing that certain statues gave him the ability to fly. The task “Talking Statues” opens. A dialogue begins between the heroes, during which you can express doubts about the correctness of his action, we will receive the character property Pragmatism +1, which will increase the Craft skill by 1. Next to the dead man we select the “Rain” scroll (be sure to save this spell until the city, you will need it there) .

    Training mission.

    Then we go west and meet a trio of magicians who ran out of the stone gate. Noticing us, they summon one skeleton archer and two skeleton warriors. A training battle takes place. After the fight with the skeletons, we enter the stone gate and find ourselves in an ancient tomb. The training mission begins. During its passage we learn some features of the use of abilities and gameplay. At the exit from the tomb we approach the sarcophagus, from which the skeleton of Reijkin emerges. He believes that we stole Bloody from his sarcophagus. The battle begins and Razhekin calls for help from two archers, and after his death his ghost appears in his place.

    South coast of Saisil.

    After the victory, we leave the tomb and go south, where we find a mound near the stone head; to dig it out you need a shovel. We go further south and find the South Beach Saisila teleport. There is a shovel next to him by the drawers. We go to the southeast, pass a stone arch, and to the south of it there is an island with a broken ship. On the island we see a large mollusk shell. During a conversation with a shellfish, we need to make a decision whether to take it for sale or throw it into the sea. It’s better to throw it into the sea, then we’ll get experience points and the Altruism character trait +1. Then the clam will throw away the chest for us.

    We go back to the mound and dig up the chest. At the bridge we see two drunken legionnaires. We approach them and a dialogue begins, during which we refuse to be escorted to the city of Saisil. We receive the property Independence +1, willpower increases by 1. The battle with them begins. After the battle, a dialogue arises between the heroes regarding the killing of legionnaires. If we repent of this murder, we will receive the Compassion property +1, the critical chance increases by 3%. After the battle we get the second level, but it’s too early to level up, it’s better to do this at levels 3-4. Be sure to remember what you did with the drunken legionnaires.

    We cross the bridge and move on. We see that several legionnaires are beating an orc, and then a landing party of two young orc warriors, an orc mage and a dark sectarian marksman lands on the shore. Before the battle, it’s good to switch to stealth mode, then you can get close to the orcs undetected. Do not rush to immediately get involved in a fight, but wait until the orcs approach the oil barrel and set it on fire. The explosion of the barrel will destroy the orcs caught in the explosion zone. Then, together with the legionnaires, destroy the surviving opponents, primarily the magician.

    City of Saysil.

    After the battle, we approach the city gates, where the wizard Arhu meets us. He advises talking to the city residents about Jake's murder and visiting him and Captain Aurey at the legion headquarters.

    We enter the city and turn onto the pier, where sailors are putting out a ship that was set on fire by orcs. We use the “Rain” spell and extinguish the ship. We get 900XP. We approach the sailors of the wrecked ship and address them. They ask to find them a new job. The mission “Sailors Without a Ship” begins.

    We leave the pier and turn left to the altar of Saisila Harbor. In the city we must accomplish two main tasks. First, add companions to your team of heroes. There are two of them in the main game: the fighter Madora and the spellcaster Jaan. The Bear and the Robber DLC will add two more companions; the ranger Beidotr and the thief Volgraff. The game allows you to keep only two companions in your team, the rest will be in reserve. It is important that reserve companions automatically receive all experience points earned by the active team. Therefore, it is better to take them early. Secondly, you need to upgrade your heroes and companions to level 4 by completing tasks in the city. This is necessary for subsequent forays into the vicinity of Saisil.

    We continue our passage and walk from the altar along the road that rises directly into the city. From a small square with a non-working fountain we go east to the central square of the city. At the cart, Robin contacts us for advice on how to steal fish from a merchant. It’s better to dissuade him from stealing, then we’ll get the character property Righteousness +1, which increases Leadership by 1. Remember your choice, this will come in handy in the future.

    In the central square there is a market where you can buy various goods from merchants. You can buy from the Enchanter Celia: a magnifying glass for identifying objects, a repair hammer for repairing worn-out equipment, a mortar and pestle for processing ingredients, a camp pot for cooking and cooking, a pickaxe for mining ore, a sapper kit for clearing mines. Next to the fountain is the artist Jerome, from whom you can buy maps of the location of the treasures (the price of the maps does not justify the cost of the treasures).

    In the northern part of the square there is the King Crab tavern, the Town Hall and Esmeralda's shop, in the southern part there is the Telirona hospital.

    Story companions.

    First we go to the tavern, at the entrance of which Mendiy will stop us. He invites us to join the Fab Five guild. We agree and ask about our task, in which Mayor Cecil asked the Magnificent Five to destroy the enraged robot Arhu in the northern cave. The mission “The Fab Five” opens. We go into the tavern and look for the warrior Madora. During the dialogue with her, we invite her to be our companions. Old lady Madora is a level 3 fighter, excellent with two-handed weapons. In the tavern hall you can talk with two more members of the Fab Five, Alistair and merchant Anna.

    We leave the tavern and go to the next house on the right, this is the Town Hall. At the Town Hall we speak with Mayor Cecil. After asking about the mayor's missing staff, the quest “Cecil's Great Staff” opens. We ask the mayor about the Fab Five, and he directs us to the wizard Arch, who may know how to destroy the enraged robot. After asking about the library, the mayor offers to show it. We follow him to the second floor. There, the mayor talks about his adopted daughter Victoria and invites us to meet her. Orc girl Victoria allows us to borrow books from the library. We examine the library, take books, and see the magician Jaan. We contact him, he is glad to meet us and offers his cooperation in the fight against the magicians of the Source. Let's take him as a companion, Jaan is a Level 3 Spellcaster, he has the skills of water and air magic.

    Chapter 1. Arrival in Cysil part 2

    Cave under the cemetery.

    We go north from the town hall to the city cemetery. Behind the lattice door we see a large mound, near which you can take a shovel. We dig up this mound, then the entrance to the underground cave opens. We go down there and go explore the cave. On the way we meet undead: a warrior, a killer and a magician. We kill them and move on. We meet a skeleton flamethrower. If you don't kill him right away, he will summon three skeleton assistants. The flamethrower himself is immune to fire magic. If its container with a flammable liquid is pierced, it will explode and can cause significant area damage.

    After the battle, we go deeper into the cave and at the end of it we find the thief Volgraff. To attach him to the squad, we temporarily disconnect one of the companions, for example, Madora, who will be waiting for us in the tavern. We take Wolfraff as our companion and get acquainted with his history. In this part of the cave we see a bucket from a well. We activate it and find ourselves outside the city. To the east of the well we see three beehives and an abandoned house. We search the hives and go out onto the road near the house. There are two dogs running around there, Toxa and Sheba. We go into the house and find a skeleton near which we select the diary. We read the diary, it turns out that Toxa and Sheba were their owner’s favorite puppies, but they were possessed by evil and they bit him to death. After reading the diary, in the dialogue of the heroes we express compassion for the puppies. We get the Compassion property +1. Then we kill the puppies that turned into zombies and get 750XP.

    We return to the cave and follow the stream of water to the southwestern part of the cave. On the way we encounter an obstacle in the form of several barrels and boxes, between which there is a mine. We clear the obstacle, search the barrels and boxes. We go further and again come across mined boxes. After clearing the mines, we go to the stairs, near which we search the chest and barrels. Then we go up the stairs and find ourselves at the chest. We examine it and go back down into the cave.

    We go to the place of battle with the flamethrower. To the south of it, behind two torches, is the entrance to the stairs. We select the key near the bucket and go onto the stairs. We find ourselves in the basement, where there are fire traps that are activated if you step on pressure beams. We separate one character with the found key from the team (preferably a ranger or thief) and use it to jump to the lever in the northern corner of the room. We press the lever and the traps are turned off. We search the basement, bypassing the pressure beams, and open the door to the corridor with the key we selected earlier. We jump over the pressure beam behind the door. We search the corridor, turn off the fire trap with the lever (be careful there is a mine), and pick up the key next to it. Use this key to open the door to the next room. In this room we find a diary and read it. Then we go up the stairs and find ourselves in the abandoned blacksmith's house. We search him. There is a painting of a woman on the north wall of the long room. We activate it, the picture moves away, revealing the button for opening the door of the house. We leave the house and go to the cemetery. The main group leaves the basement through the hatch back into the cave. From there it goes to the cemetery, where all the characters reunite into one team.

    We go east to the legion headquarters, pass the altar of the Northern Gate of Saisila, the legion camp, and pass the gate of the square in front of the headquarters. Near the entrance to the square we see a girl in a cage, guarded by two legionnaires. We temporarily refuse the services of Jaan and start a conversation with the legionnaires about the captive. We take the captive from them to be our companion. The forest girl Beydotr (this is how her name is pronounced more correctly) is a level 3 ranger. Now we have a complete set of story companions and we can start leveling up by completing main and additional tasks in the city.

    Murder Mystery (beginning)

    We go to the legion headquarters and talk to Captain Aurey. After the conversation, we receive permission to conduct an investigation into the murder of Advisor Jake, as well as a number of additional tasks: “Legionnaires in the Church”, “Lost Archaeologist”, “Cowardly Treaty”, “Invasion of the Undead”.

    Then we go up to the second floor into the office of the wizard Arhu, who is there in the guise of a cat. We ask Arha about the murder of Councilor Jake and learn about the details of the night when Jake was killed in the tavern. Then we ask him about the failed experiment with the enraged robot. To pacify this robot, Arhu gives us the universal controller Iskramaster-5000, and we take instructions for its use from the table.

    Having received the necessary information, we head to the tavern. We go to the very end of the tavern, where a legionnaire stands at the door to the room. We inform the legionnaire that we have permission from Captain Aureus to inspect the room where Jake was killed. We enter the room and a flash of star stone (116) occurs, and we are transported to another world.

    The end of times.

    After a magical transfer to a lost corner of space, we are approached by the imp (imp) Zixzax, who is surprised by our appearance in this world and suggests that we are somehow connected with the Star Stones. Then he invites us to look through the telescope. We look and see how a powerful whirlwind devours and drives matter into the vortex of the Void. Then we turn to the imp for an explanation of the picture we saw. He says that we have seen the END OF EVERYTHING, a whirlwind that devours the body of the universe. We ask the imp who he is and how it all relates to the star stones.

    Then we go into the opened portal and find ourselves in the hall of the Abode. Zixzax leads us to the end of the hall, where the Time Weaver stands at the huge Tapestry of Time. In a conversation with her, we learn that we are at the end of the Ages, and the Void, devouring the universe, has interrupted the weaving of her threads of time. Our appearance, associated with the Star Stones, allowed the Weaver to begin weaving the threads of time again. Therefore, we must look for Star Stones (there are 16 of them in total) so that the thread of time is not interrupted. We pass on the contents of our conversation with the Time Weaver to the imp. Zixzax says that finding the Star Stones is our main task. Each Star Stone we find will open new portals in the Abode hall. Imp gives us a teleportation rune, which will allow us to visit the Abode hall at any time (a travel button through the rift appears on the right side of the screen), and also gives us a personal teleportation pyramid, with which we can move to another similar pyramid. But the second pyramid still needs to be found.

    To the left of the Time Weaver is the Last Chest. We turn to him and find out that to open it, you need to find four sisters located in each region of the world of Rivellon. These sisters will tell you how to open it.

    Chapter 1. Arrival in Cysil part 3

    Second pyramid.

    We teleport to the altar of the Northern Gate of Saisil and activate our red pyramid. We find ourselves in the Town Hall bathhouse, where Cecilia is washing in the bath. She is outraged by our sudden invasion and asks us to leave the bathhouse, otherwise she will call the guards. It is unlikely that you will be able to agree with her not to make a fuss, but this is not required. Next to Cecilia on the floor of the bathhouse we find a second pyramid. We drag it into inventory and exit through the southern door. Now we can teleport from one pyramid to another. We distribute the pyramids between the heroes.

    We go to the tavern and pick up an inert stone from the room where Jayok was killed - the remnant of the star stone (be sure to collect all the inert stones). There is a locked chest in the room that Wolgraff can open with a master key. If this is not possible, then we break the chest. We take out the letter from the Duke of Ferol from the chest and read it. The quest “The Councilor's Wife” opens.

    We leave the tavern and head to the central square. To the left of the fountain we find restless Kelvania and ask her “Don’t strangers bother you?” After which a dialogue arises between the characters. Depending on the answers, we will get one or another character trait. If we agree with Kelvania’s conclusions about the inhabitants, we get the Straightforwardness property +1, which gives immunity to the Enchanted factor, which is important later, as well as the Caution property +1, stealth increases by 1 (important for thieves). Then we approach Captain Jack, ask him about the missing crew and invite him to hire sailors from the wrecked ship. He agrees. At the tent in the southern part of the square we turn to the cattle trader Bertia. We learn about the disappearance of her beloved sheep Hoggett. The quest “Little Bertia's sheep is missing” opens.

    We go into Teliron's hospital and talk to him. We learn that his student Evelyn has a wonderful stone that can heal any sick person. Interested in this, we go to the next room. Evelyn invites us to decide who to heal with the magic stone, young Boris or old Stephen. We advise her to heal Boris, then we will get the Pragmatism property +1. After treatment, a star stone flashes (216) and a new room opens in the Abode. We select an inert stone, and when Evelyn leaves the room, we steal the odorous fur coat from the nightstand in the western corner of the room. Under the left window of the wall you can also steal the key to Teliron's back room.

    End of Times.

    We teleport to the Abode hall to inspect the new room. We enter the opened portal and find ourselves in the hall of heroes. We go down the stairs to the large table at which Astarte is sitting. It turns out she knows us and is surprised at how weak we have become now.

    In the Hall of Heroes there is a mercenary seller, John Pont. Mercenaries, unlike companions, do not have a plot mission and do not conduct dialogues with the heroes. Mercenaries have different classes and levels. Heroes can hire a mercenary at a level higher than their own. The higher the level of the mercenary, the higher his price. If you purchase a mercenary, he becomes a full-fledged companion of the heroes, but the number of companions should not exceed two. Thus, you can create a team of different classes of satellites. Now it’s worth thinking about the team that played the game optimally. As the practice of repeatedly playing through the game has shown, the optimal team composition is three magicians and a shooter and two magicians and two shooters. Militiamen are practically useless in the game. Knowing this, at the beginning of the game I created two heroes, the Wizard and the Pathfinder. The second mage is Jaan, and the second shooter is Beidotr. To play three mages and a marksman, I bought a level 1 sorceress Nerea (Nairi) with the abilities pyrokinetic +2 and geomancy +2, but before leveling her up I left Jaan and Beidotr in the team. After leaving the hall of heroes, all your companions will be located where they can be used to form a team.

    Rare charms.

    From the Abode we teleport to the altar of Saisila Harbor. To the right of the altar is the port warehouse. We pass through the warehouse to the courtyard. We see two legionnaires and an orc woman. We contact any of the legionnaires and find out that the orc was accidentally given a love potion, and she fell in love with the legionnaire. We need to decide what to do, kill the orc or leave her alive. It is better to recommend that the legionnaires kill the orc, then we will get the character property Pragmatism +1.

    Sailors without a ship.

    Now we go to the pier to the wrecked ship and inform the sailors that Captain Jack has hired them. The mission “Sailors Without a Ship” is completed.

    Greatstaff of Cecil (beginning).

    To the left of the sailors from the wrecked ship, a large beautiful ship is moored. We go onto its deck and turn to Captain Conrad. We ask him about the staff of Pergamum, but he does not know where the staff is and advises us to ask the sailors of his ship about it. On the pier near the ship we turn to the sailor Marv with a question about the staff of Pergamum. He saw the merchant Dietmar running away from the ship with a sealed box, perhaps there was a staff there. We ask Conrad about Dietmar, he suggests that Dietmar is probably trying to sail from one of the deserted beaches in the area. We'll get 190XP. This task will be continued as a result of further passage.

    Murder Mystery (continued).

    Let's continue the interrupted investigation into Jake's murder and go to the funeral home, which is located behind the tavern. In the morgue we take the “Roberts Journal” from the coffin. After reading the magazine, we learn that Jake's corpse was stolen from the morgue and there are several suspects in this case. We go up to the second floor into the living quarters of the funeral home. There we talk with the undertaker Roberts, find out from him why he suspects Mayor Cecil, the healer's student Evelyn, Captain Aurey and the councilor's wife Esmeralda of stealing Jake's body. After this, you can kill Roberts and regret what you did. We get the Compassionate property +1. We search residential areas and leave the funeral home.

    Northern Cemetery.

    We go to the northern cemetery to Jake's grave. Murphy's dog is running around the grave. We dig a coffin out of the grave and find the corpse of a sheep in it. This is the corpse of Bertia's beloved sheep. Let's take him. A hero with the Animal Lover talent can talk to Murphy the dog. It turns out that Murphy is Jake's favorite dog and loves his smell. If you bring Murphy things that smell like Jake, he will be able to identify the body snatcher. We already have Evelyn's scented fur coat, so let her smell Murphy. The dog recognized the familiar smell of the owner, but such evidence cannot be added to the case.

    For now, let's look around the cemetery and dig up a number of graves. Let's start with Dave's grave, Murphy's dog barks at it all the time. We dig up this grave, as a result of which Dave's revived skeleton jumps out to the surface. We kill him, we get 1545XP. To the right of Dave's grave we dig up Nemris's grave. His ghost appears from the grave, from whom we ask you to read his book “Philosophy of Death.” To read this book you need to pass his intelligence test. Correct answers: 1) no, 2) no, 3) your salvation. For correct answers we will receive experience and a chest with things. In the southern dead end we dig up Helen's grave, her skeleton pops up with which we enter into battle. After winning we get 1800XP. We leave the cemetery and dig up Jarred's grave, which is located north of the obelisk. We are fighting with the skeleton of Jarred the Demoman. After winning we get 1200XP.

    Chapter 1. Arrival in Cysil part 4

    Blood feud between elves and orcs.

    We go up the stairs to the landing behind the undertaker's house. The elderly elf Eglander is standing there. We contact him, he invites us to go to his room to talk about a delicate matter. We follow him to the room on the top floor of the tavern. Upon arrival in the room, Englander asks us to kill the orc girl Victoria. The quest “Blood Feud of Elves and Orcs” begins. We have four options: 1.Inform Victoria about the danger (+300XP) and convince Victoria to give us the amulet to deceive the elf. 2.Kill Victoria and take the amulet. 3.Kill the elf (+750XP) and inform Victoria about your feat. 4.Arrest the elf The option of killing the elf gives the largest amount of experience. To do this, simply close the door of the room from the inside, then the battle begins. After defeating the elf we will receive 750XP.

    We go to the next room, where the traveling merchant Sheret, accompanied by guards, is located. We contact her and discuss her products. We contact her again and discuss the products again. We tell the merchant that her goods are associated with witchcraft, then two options are possible. To kill or not to kill the merchant. It’s better to let the merchant go, then we’ll get the Pragmatism property +1. If we decide to kill her, we will receive the Efficiency +1 property, but then we will have to enter into battle, which residents can also join.

    We search the second floor and go down to the first. At the bottom of the stairs, behind a large barrel, there is a hatch into the basement. In the basement there is a large room, a room behind a screen and a small room filled with poisonous gas. We first examine the sick and small room, select the key to the patterned chest. Then we burn the poisonous gas in the third room. It is better to enter there with one hero, as traps are triggered there, throwing out fire. We quickly run to the left corner of the room where there are two boxes. We select the key to a simple chest from the left drawer. We search the room, open the patterned chest. We examine this room, open the patterned chest.

    We leave the tavern and go to the Town Hall library to see Victoria. We inform her about the death of the elf. We get 1800XP. The task is completed. We go to the market and give Bertia the corpse of her beloved sheep. We get 300XP and Relationships +50. The task “Little Bertia's sheep is missing” is completed.

    Advisor's wife.

    It's time for us to check on the councilor's wife, Esmeralda, who might have had a reason to kill her husband. We go to Esmeralda's shop, which is located to the right of the Town Hall. Having shown the letter to the guard Septim, he will be surprised that besides him Esmeralda has another lover. Esmeralda will declare that the letter from the Duke of Ferol is not proof of her involvement in the murder, and the Duke was not once her lover. We decide to search Esmeralda’s house to find possible evidence of her guilt. First, we go up to the second floor to Esmeralda’s bedroom and there we take the key to Esmeralda’s house.

    We leave the shop and go into the living room on the opposite side of the house using the found key. We take the book “Planning the Perfect Murder” from the table by the front door. We go into the next room, where we take the key to the chest and the key to the tavern chest. We go down to the basement and on the wall of the secret room between two shelves with hams we find a button. We click on it, the bookcase moves aside, and the entrance to the secret storage opens. Here we take away another piece of evidence, a bloody dagger. After this, we can search the entire basement and collect the most valuable things.

    Let's return to Esmeralda. We show her new evidence: the book “The Perfect Murder” and a bloody dagger. The girl finds logical explanations for this too. Esmeralda is definitely not guilty. After the interrogation, she advises taking a closer look at Evelyn, a student of the doctor Temiran. My characters have reached level 4.

    Search for Evelyn.

    Let's go to Teliron's clinic to see Evelyn. But she is no longer there. Teliron told us that Evelyn ran away in a hurry and advised us to inspect her house. First we go to the treatment room, where Evelyn’s backpack is on the table in the left corner of the room, and in it is the key to her house. We leave the clinic and go to Evelyn’s small house. We approach the southern door of the house and take the key to the box. To the right of the front door, open the chest and take the detection spell, and take Evelyn’s diary from the bookshelf. We take the letter to Pythia from the table and open the box. We read Evelyn's diary and learn about her refuge on the northern beach. A mark appears on the map, but we can’t get there yet.

    Warming up the crowd.

    Then we’ll go to the fair, which is located east of Telirona’s hospital. There are two artists giving a performance. The artist Reginald has a lot of audience, but the artist Cedric does not. We approach Cedric and ask him why no one is watching his performance. He says that his competitor Reginald has taken away his audience, and even when he has one fan, he shouts “bravo.” The task “Warming Up the Crowd” opens. Among Reginald's fans we notice Gallagher, who constantly stirs up the public's interest in him. We talk to Gallagher, it turns out that Reginald hired him to warm up the audience. We approach Reginald and ask him about the “warmer” and the Talking Head. Then we inform Cedric about the “warmer” and he asks us to hire Gallagher for him. We persuade Gallagher to work for Cedric, and inform Reginald about this. The task is completed.

    We go northeast from Cedric and on the way we meet a Beggar near a house with a crane. In a conversation with him, we learn that he foolishly took the advice of the Guardian Statues and burned down his house. In the subsequent dialogue between the heroes, we can condemn his action, then we will receive the Materialism property +1, which will increase the Expert skill by 1, or we can praise him, then we will receive the Spirituality property +1, and acquire immunity to Fear (preferably in the future).

    Now let's go to the legionnaires' camp and visit the dining room. We enter the dining room building and are stopped by the desperate cries of Jack the rooster, from which the cook is about to prepare dinner. We can take pity on the rooster and let it out of the kitchen, or give it to the cook. In the first case we get the property Compassion, in the second - Heartlessness. I took pity on the rooster and received Compassion +1. On the second floor, in the dining room, the Quartermaster is located, from whom you can buy items of equipment. We leave the dining room and turn right, there in the dead end between the dining room and the wall we find a patterned chest. From it we take out a dusty parchment, the riddle of the first sister of the Last Chest is written there.

    All team characters have reached level 4, the tasks in the city have been completed, and you can begin exploring the western forest of Saisila.

    Chapter 2. Western forest of Saisila

    We leave the city through the Northern Gate. Ahead of the looted cart we see three zombies. We enter into battle with them. After winning, we get 2550XP.

    Dungeons of Doubles.

    We walk along the road to the northwest and in a clearing near sharp rocks we see a sick dog. We approach it, but suddenly the undead appear from underground: a big man, a swordsman, an archer and a magician. We enter into battle with them and the dog. After winning we get 2220XP. Near the sharp rocks we see a hatch into the dungeon, but we don’t go down there yet, but go through the rocks to the north. We go north and see a clearing with fires, and three hellish chimeras and a restless pyromancer roam behind a large boulder. From a distance we send “Rain” into the clearing. Then we enter the battle, preferably from the right side. Chimeras and pyromancers are not susceptible to fire damage, which must be taken into account in battle. After the victory we get 2685XP. therefore, it is easier to destroy them with the magic of water and air. After the victory, we open the chest and notice another hatch into the second dungeon. We go down there and go down the stairs. We see a platform along the perimeter of which there are pillars of elements with buttons. We read the sign in front of them, from which it follows that only two can enter the cage of pillars. The order of pressing the buttons of the element pillars is also written there. We divide the team into two squads with heroes at the head. The first squad remains in the northern dungeon, and the second goes to the southern dungeon and there reads the order of pressing the buttons of the elemental pillars. The peculiarity is that we need to enter the combination written in the southern dungeon in the north, and the northern one in the south. In the northern dungeon, press the buttons: Water, Earth, Air, Fire. This will cause an enemy double of the hero to appear in the southern dungeon. We quickly switch to the southern group and fight with the double. (To switch between groups, double click on the hero icons). After the victory, we select the round medallion. In the southern dungeon, press the buttons: Earth, Water, Air, Fire. In the northern dungeon we defeat another double and take the second square medallion. Then each detachment goes down through the hatches where the doubles came out into the caves. At the end of the caves there is a magical gate, in front of which there are small pedestals. We drag the amulets from the inventory to the pedestals. When the amulets are placed, the magical doors to the crypt will open. We unite the squads, search 4 chests, each of which contains several magic items. We leave the dungeon through the southern hatch.

    The missing archaeologist.

    In the west we see a house, we approach its entrance. At the house, Wulfram calls for the help of the legion. From the entrance to the house we immediately dive into the hatch. We find ourselves in an abandoned basement of a house, where you can find useful things in boxes and barrels. We leave the basement and talk to Wulfram. This is the same missing archaeologist who was sent by Captain Aurey to explore the burial mounds. Wulfram is afraid of the undead, which is why he does not leave the house. We offer him assistance in accompanying him to the city. Along the escort path, we first destroy one skeleton, then a couple more. When we bring Wulfram to the city, we will receive 1715 XP. We go to the legion headquarters and inform him about the missing expedition to the burial mounds. The task “The Missing Archaeologist” is completed, we get 3000 XP.

    Adventures in the Western Forest.

    We leave the city through the Western Gate and on the way we meet two skeletons and zombies. We kill them and move on along the road. Ahead is an abandoned house, where there is a group of 6 representatives of the undead. During the fight with them, you can use barrels of poison, and then set fire to the poison fumes. After the battle we go west. There in the clearing with the scarecrow there are several skeletons and a demolition skeleton. We start the battle with the demolitionist, then destroy the rest of the undead. We go south to the broken cart. Near her, two skeletons jump out of the ground. We kill them, inspect the barrels. After the battle, we follow the road to the northwest and approach the altar of West Saisil. From the altar we follow the road uphill to the northeast. On the way we meet two groups of skeletons, the near group consists of three skeleton warriors and a mage, and the distant group consists of three archer skeletons. After defeating them, we go to the cliff and examine the chest located between two sharp rocks. Characters reach level 5.

    We return to the altar and go left to the destroyed house. There's a group of undead there. We fight with them, after victory we inspect the house. In the southern wing of the house, near the boxes, we take the Key to the secret hatch. At the northern wall of the house we move the mat and find a hatch into a secret basement. We open it with the found key and find ourselves in the Forgotten Crypt. The crypt contains useful items and a sarcophagus. We drag the lid of the sarcophagus (strength 9 is needed), after which the ghost of the former strongman Snorri appears from it. The ghost offers to take a test - breaking Snorri's ball in 35 seconds. We break the ball, we get 600XP.

    Reward for cowardice.

    We leave the crypt and go west. We see that two legionnaires are standing under a tree near the shore. Let's approach them. It turns out that these legionnaires were sent by Captain Aurey to inspect the lighthouse, but they are afraid to go there. We agree to go to the lighthouse instead of them, and then tell them what is happening at the lighthouse. We go west to the left corner of the area, we see the Lighthouse, and in front of the entrance stands the Ghoul from the Lighthouse, surrounded by 3 zombie wolves, two skeleton archers and a demolition skeleton. The ghoul can summon zombie wolves, resurrect skeletons, teleport and hit us from behind. The main thing is to kill the Ghoul so that he does not call for reinforcements. There are 2 barrels of oil near it, which makes our task easier. For winning we get 4195XP.

    We enter the Lighthouse and go down to the basement. The ghost Samson wanders here, he is the local lighthouse keeper. Because of jealousy towards his wife Desdemona, he sank the ship they were sailing on. The task “Lost Love at the Lighthouse” opens, which we will complete later. In addition, he reports that he is not involved in the appearance of the undead at the lighthouse. We collect valuables around and go to the surface. If in the dialogue between the heroes we feel sorry for the ghost of Samson, we will get the Forgiveness property +1, immunity to the Curse factor.

    We go down from the lighthouse and pick up the key to the strong chest there. We return to the legionnaires and tell them what happened at the Lighthouse. We get the Altruism property +1. We search the chest, the key to which we found at the Lighthouse. We return to the city and go to Captain Aurey. In his office, cowardly legionnaires talk about their exploits at the Lighthouse. We inform you that the lighthouse is now safe. We honestly tell Aurey about the events at the Lighthouse and the cowardice of the legionnaires. The captain sends the cowards to the kitchen. The task is completed, we get 3000XP.

    Chapter 3. Northern environs of Saisil

    We leave the northern gate and go straight along the path that rises to the hill. We hear the grunting of boars and come across a group of undead: 4 boars and 3 skeletons. After defeating them we get 5040XP. We continue moving up the mountain and see a burning patterned chest. We extinguish it with rain, then the chest begins to run away from us and leads to a clearing to the ruins of columns. A kamikaze goblin jumps out of the chest. We kill him and open the chest in which you can find magic items.

    We return to the meeting place with the chest and go east to the bridge over the river. We pass along the bridge and in the northern direction we see a large group of undead: 2 magicians, skeleton archers and warriors, zombie boars. The enemies have an advantage in numbers, so in battle we move around the corner to the left behind the stones, here we wait for suitable enemies and kill them one by one. We get 6540ХР.

    Arhu's failed experiment.

    To the right of the waterfall is the entrance to the northern cave. We enter there and find ourselves in a cave called the “Smelly Tunnel”. We get 450XP. We pass through the tunnel and meet three members of the Magnificent Five, who were sent to pacify the enraged robot Arhu. One of them says that they expected help in the person of Mendia and Anna, but they did not come. He begs us to save them from the robot, since they are simple farmers and are not trained in the art of war. We agree to help them.

    After the conversation ends, these three farmers will follow us. We'll have to take care of the Arhu robot ourselves. To do this, we give the most proactive hero a universal controller Iskramaster-5000 (we display it on the panel). Then we transfer the heroes to Stealth mode, then the Five fighters will not follow us and therefore will remain alive (we will receive a 900XP bonus for this). We approach the robot (level 6, health 1172, armor 42, immune to fire, fires a flamethrower), and the hero with the Sparkmaster-5000 Control Device activates it. We need to select a combination of buttons. The right combination: sleepy cat, sleepy cat, happy cat. After this combination, the robot goes to sleep and can be beaten with impunity. First, we kill three skeleton warriors, and then we take on the helpless robot. It's good to hit him with crushing damage. It is very effective to cause rain and cast electric discharges on the robot, as well as cast the Teleportation spell. After the victory we get 5760XP.

    The rescued farmers thank us for the rescue and go to the legion camp to treat their wounds. The task “Arhu's failed experiment” is completed. We go to the end of the cave and go out to the northern beach.

    Greatstaff of Cecil.

    We go across the bridge to the west to the portal North-West of Cysila. North of the portal on a hill there is a camp in which there are 5 robbers. We attack them. After winning we get 5250XP. We go down to the altar and go further to the west. We see that Dietmar and two workers have settled down by the fire. This is the same thief of the staff of Pergamum. Dietmar starts a fight and calls 5 more assistants on the next turn (even if he is killed). It is better to kill Dietmar first, and then the rest of the thugs. After the victory we get 7385XP. We take the staff of Pergamon from the murdered Dietmar.

    Talking statues.

    From Ditmar's camp we go west to the boat, and then north, where we find a corpse. The crab Claw runs next to him, who can tell about the involvement of the Guardian Statues in the death of the pearl fisher. We climb the mountain and there we find the altar of the Statue of Saisil. To the right of the altar is a square on which there are Guardian Statues of the four elements: fire, air, water and earth. Each Statue must be hit with its corresponding element using spells, special arrows or staves. After the attack on the Statue, a small elemental demon appears that must be killed.

    Defeating the four demons opens the passage to the Primordial Cave. We inspect the site, take the key. We go into the Primordial Cave. At the end of it there is the magician Bellegar imprisoned in the cave and his two girls. After talking with him, we leave (later we will meet with him again). The task is completed.

    Evelyn's Lair.

    On the northern beach we approach the place indicated by the marker on the global map. We approach the rock with two torches and use the Detection spell found in Evelyn's house. A passage in the rock will appear. We get 1270XP.

    We go into the Secret Vault. We go along the passage, turn into the corridor, kill the exhausted sectarian and take from him the key to the entrance to Evelyn’s lair. We go further along the corridor and see four orcs standing at the door. We can negotiate with them to let us through to Evelyn, or better yet, just kill us. We open the door with the key and enter the alchemical laboratory. There are 9 sectarians here. First, it is better to destroy the sectarians to the left of the entrance to the room, and then the rest. After winning we get 9000XP.

    We open the patterned door and enter the large hall. In the center of the hall, Evelyn casts a spell over Jake's corpse. We approach Evelyn and the dialogue begins with her. She mentions King Braccus. The quest “In Search of King Brakk” begins. At the end of the dialogue, the battle begins. At the beginning of the battle, Evelyn (level 7) will summon the undead: a bloodthirsty demon, two hellhounds, a charred bone lieutenant and a cyclops wizard. Evelyn herself can attack us with very powerful spells and periodically summon the undead. That's why she needs to kill first. Bone Lieutenant is fireproof, take this into account when choosing spells. After the victory, Jake thanks us for getting rid of Evelyn and tells us the details of the night of his murder. According to his version, he was killed by the White Witch, who knew the magic of the Source, and Evelyn stole his corpse and revived it. He gives us his amulet of the Enlightened One so that we can communicate with him at his grave. Mission “Murder Mystery” completed. The task “Find the Witch!” opens.

    We return to Cecil and go to Mayor Cecil. We ask him about the Fab Five. He says that the Fab Five received their share of the task and left town. The "Fabulous Five" mission is completed. We give the mayor the staff of Pergamon (you can give it later if you need it). The quest "Cecil's Great Staff" has been completed.

    Then we go to Captain Aurey. In the dialogue we talk about the results of the investigation into Jake's murder and about Evelyn. We ask him about the White Witch and King Brakk. We learned that King Brakk is buried in Saisila and his tomb may be in the old church. The quest “In Search of King Brakk” is completed.

    We go down to the basement of the headquarters and talk there with the treasury guard. This is one of the farmers we saved from the enraged robot Arhu, who was accepted into the Aurey legion. You can convince the guard to open the treasury and take some things. The quest "Arhu's Failed Experiment" is completed.

    Chapter 4. Black Bay part 1

    Before heading to the Black Bay, we’ll take one more task, which we’ll complete there. We go to the tavern and on the first floor, right after entering the tavern by the large fireplace, we find the cat Unsinkable Sam. If the heroes have the “Animal Lover” talent, then we start a conversation with the cat. Sam will ask us to find out why the cat of his dreams, Maxine, is not showing any interest in him. We go to the town hall, where Maxine lives. We talk to her and find out that she does not want to spend her life with a cat who is not able to provide for her kittens. We go to Sam and tell him the reason for Maxine’s coldness towards him. To woo Maxine, Sam the cat asks us to find his unusual collar.

    West Beach.

    From the harbor we will go to the southwestern gate of the city and ask the guard to open it. Let's go to the beach and explore it. There are many legionnaires killed by orcs on the beach. At the overturned boat we meet a Mysterious Alien, who disappears after talking with us. Now we go west along the seashore. On the way we meet the orc Broggnar, who is mourning his brother Oggy who died here. Let's sympathize with his grief and get the Spirituality characteristic +1, which gives immunity to the Fear factor by 1. We get +300XP. Then, let's start digging Auggie's grave. Broggnar will not like this and a fight will begin. After defeating the orc we will receive 900XP. We search Auggie's corpse. There, near the totems, you can unearth two more orc corpses.

    We walk along the shore and see a rock, near which there are several burning torches, and orc footprints on the sand. You have to be careful here, as the path is mined. We follow the tracks along the shore and see 5 orcs who want to be near the ship. We begin the battle with them. After the victory we get 4650XP. We go further north and see five orcs led by Gulbarg the Terrible (level 7) patrolling at the entrance to the Black Bay. Gulbarg himself is a melee fighter, but starts the battle with the “Fear” spell. If the heroes are not immune to this spell, then they are out of the battle for 2 turns. Immunity gives the character property “Spirituality” (try to keep this property at a high level, you will often need it). After the victory, we receive 6930ХР, select “orders” and read them.

    Black Bay.

    We go through the stone head into the Black Bay. We pass the Black Bay altar and go forward along the path. On the way we see killed orcs. There is a gas trap ahead; to disarm it, drag the barrel to its installation location in the center of the cloud. We approach the square where there is a battle between skeleton pirates and orcs. They are all our enemies, so we attack both of them. The more we kill them, the more experience we get.

    We search the area and follow the road going deep into the cave. Along the way, you need to overcome a number of poisonous traps. We turn off toxic fumes by installing plugs in the form of barrels and boxes. Having cleared the passage, we see a huge human crab Spawn of the Source (level 6), who stands in front of the door to the pirate headquarters. He has a lot of health and good resistance to the elements of water. It is very good to hit him with edetic discharges after wetting him with rain. In addition, he periodically calls two crabs for help. Therefore, you need to quickly pin him in the corner before he conjures an entire army of crabs for himself. The abomination does not take well to bludgeoning damage and is susceptible to air damage, especially damage from electrical charges enhanced by wetting it with rain.

    After defeating the Spawn, we examine the boxes and barrels, then go into the room on the right and clear it. Then we go up the ramp to the upper room. We enter it, click on the plate, the ghost of Bille Gar appears. He will say that the room is mined, and if we do not find the button to disable the fuse, we will die here. To clear the room, we disconnect the hero who did not step on the button from the team. The sapper goes to the box, moves it to the right and reveals a hidden button. Activates it, and the room is cleared of mines.

    We go downstairs and go to the pirate office. We take the key to the pier in the bay from the desk. We open the patterned door for them and go down to the pier. There are mines and poisonous traps placed on the wooden slope, which we plug with barrels. At the very bottom of the descent there is oil spilled and there are two barrels of oil. Goblin bombers stand near the shore. We set a little fire, the fire spreads to the goblins, and they explode.

    At the end of the pier we see two ghosts. We approach them and turn to the ghost girl Lillian. Her father Nick was cut off by pirates and thrown into the sea, she asks us to find her. Do you remember the story of the artist Reginald about the Talking Head? So this is Nick's head.

    We return to the pirates' room. On the wall opposite the dining table there is a picture of a woman, and in the corner of the room there is a lever. Click on it and the picture moves. Behind it is a secret button. We press this button, then in the corner of the room to the left of the patterned door a hatch filled with barrels will appear. We open it and find ourselves in an underground pirate bay. We walk along the road and approach a bridge. There are two traps installed near him, one at the entrance to the bridge, the other at the patterned chest. We neutralize the traps and continue moving across the bridge. Behind the bridge we kill the stone crab and move on. Having examined the area, we kill three groups of crabs.

    Then we rise to a stone square, at the end of which there is a huge stone skull with glowing eye sockets. This skull is blocking the passage to the pirate ship. To open the passage, you need to find the desired switch among the numerous other switches located in and around the square. Most switches trigger various traps: fire, freeze, poison, lightning, and the like. There is one very interesting trap caused by the Ominous Switch. By clicking on it you will be transported to the island with the skeleton. To leave the island you need to find the Mysterious Switch in the north of the island. After clicking on it, you will find yourself in an abandoned room located in the Black Bay below the room of the mad magician Bille Gar. There are a lot of barrels and crates, and there are also two traps. For research you will receive 630XP. To return from there faster, you need to leave one of the pyramids at the Ominous Switch.

    We go down the stairs to the right of the skull and turn west. Behind the bushes near the wall we find a Bloody Switch. Click on it and the stone skull disappears. We pass through the opened passage and see the pirate captain Pontius the Pirate (level 6) near the ship. We attack Pontius, he uses intimidation, but we are immune to “Fear,” and summons a team of five pirates. Pontius and pirates have very weak protection from elemental magic (especially fire, and there are also barrels of oil scattered there) and damage from weapons. So the battle is not particularly difficult. After the battle, all characters move to level 8. From the killed Pontius we take the Black Ominous Key and the Key of Pontius. On the ship, we open Pilate's chest and take from there Bloodstone - an unactivated Star Stone (316), which heals any disease including Rot, and Pontius' note.

    We return to the square where the skeleton pirates fought with the orcs. Using the Black Ominous Key we open the Black Ominous Door. We go down along a narrow path. On the way we find the skeleton of a dragon, under it you can find a diamond for 2500 gold. We cross the waterfall, then there will be another dragon skeleton on the side rock. We approach a small beach where an ambush awaits us. We move towards the cross made of boards, and here a huge spider, Nightmare of the Source (6th level), which killed the dragons, descends towards us. A fight ensues. Despite its impressive size, it has only 1000 health and damage 80-130. It's good to hit the spider with air spells. After the victory, among the things we find Sam's Collar.

    Chapter 4. Black Bay part 2

    Lost love at the lighthouse.

    In the northern part of the beach, the ghost of Desdemona stands near the wrecked ship. On the right bank of the bay we meet the ghost of a girl named Desdemona. She wants to meet her husband, Lighthouse keeper Samson. We tell her that Samson, out of jealousy towards her, killed her. Desdemona goes to the Lighthouse to deal with her husband. Teleport to the West Saisila portal. We go to the Lighthouse and go down to its basement. We listen to the scene of Samson's repentance before his wife. Then Desdemona asks us what to do with Samson. We decide to forgive Samson and get the Compassion property +1. The mission "Lost Love at the Lighthouse" is completed.

    Cat's love (completion).

    We return to the city. We go to the tavern to the cat Sam and give him the Collar. Sam runs happily to Maxine at City Hall. We follow him and listen to their conversation at the mayor's office. In a joint dialogue we draw conclusions: positive – Romantic +1, negative – Pragmatist +1. We get 1400XP.

    Headless Nick (completion).

    In the city, we go to the fairground and turn to the Talking Head, which is Nick’s head. There are two options: 1) leave the head at her request, 2) take the head to the headless ghost. We take the Talking Head to Lillian. We get +2100 XP and a chest. We return to Cysil.

    Chapter 5. Eastern environs of Saisil, part 1

    Legionnaires in the church.

    We go to the northeastern gate of the city and ask the legionnaire to open it. We leave the city and go north. We see a water mill, inside of which there are two skeletal legionnaires. We go there and Blossy addresses us. He and his partner Livia were from a cohort of legionnaires sent by Aurey to inspect the old church. Blossy asks us to deliver a letter to his wife Marisa in Silverglen. The task “Testament of a Legionnaire” opens. In a conversation with Libya, we learn about the dangerous lava fields on which a cohort of the legion died. We return to the city and inform Aurey about the fate of the legionnaires sent by him to inspect the old church. The task “Legionnaires in the Church” has been completed.

    We leave the city through the southeastern gate and turn south. Going down the stairs we see an area filled with poison, which is constantly filled from fish statues. We explode the poison with fire magic. We examine the barrels and go up to the garden gate in the stone wall. There is a mine on the right in the center of the round area. We neutralize it and take the key to the garden gate from the barrel. We open the door, disarm the trap, and approach the altar of Cysil: villa. We go further to the corner of the site. There you can dig up a chest.

    Dried gardens.

    We go up the stairs and enter the Withered Gardens area. On the right is an area with burning earth that cannot be extinguished. This is a trap, anyone who steps there will be burned. We go north and in front of the entrance gate we meet three skeleton guards. After the fight with them we get 3600XP. We enter the gate and go up to the throne room of the Bone Baron Morteric (level 7) and his wife Lady Anna. After talking with us, Morterik summons assistants of four magicians and two archers. The battle begins, the Baron and all skeletons are very vulnerable to fire and bludgeoning damage. The main task is to kill the baron so that he does not summon the undead. After winning we get 9000XP. In the eastern corner of the hall we select the Key to the eastern royal chest, with which we open the corresponding chest. In the western part of the gardens there is a Western Royal Chest, which we break open.

    We leave the Withered Gardens and go from the East Gate of Saisil along the road to the east. On the way we meet the shepherd Vargo.

    We go to the right and go up the stairs to the house. This is a destroyed forge. If you want to inspect it, then get ready for a difficult passage through various traps and hotbeds of lava. It is better to go through the forge with one hero, a ranger or a thief, who have high perception and can jump over lava pockets. If there are no such characters, then it is better not to go there.

    We return to the road and follow the shepherd. She will lead us to a group of wolves, fighting with which is not difficult. We pass the opening in the stone wall and turn right. The altar of East Saisila is located there.

    Undertaker's house.

    From the altar we go up the path and meet a group of skeletons: three heavily armored archers standing on a wooden ramp, and three heavily armored warriors. First we destroy the warriors, and then the archers. We go up the ramp to the undertaker's house. He breaks down the door of the house. Then we separate one hero from the team. This hero enters the house and walks (jumps) to the lever located to the right of the door near the table. Pressing the lever turns off the gas trap. From the table we take the Letter addressed to Teliron, and from the bookshelf the second Letter addressed to Teliron and Teliron's Diary. We break into Teliron's secret chest and take from there the Unsent Letter to Pythia. We read these documents. It turns out that Teliron is directly connected with Pythia, the dark soothsayer of the Source, and is the reason for summoning the undead in the vicinity of Cysil. He also revived King Brakk, the lord of the undead. We must inform the wizard Arkh about this.

    Well brothers.

    From the undertaker's house we head northwest and approach the well, which is located to the left of the abandoned church. We turn to the well, whose name is Walter, he has a brother William, who is located in a snowy country. Walter offers to teleport us to our brother. We agree, and we find ourselves at William’s well on the site in front of the ancient buildings. In the corner of the area there is a patterned chest. We turn to Well William. From him we learn that we are in Hiberheim, the edge of winter in the kingdom of fairies. A scroll with a spell, which is in the possession of King Boreas, can help him meet his brother. We return back to Cysil to the Walter Well. The task “Well Brothers” opens, which we will complete later.

    Church cemetery.

    From the well we go north. On the left we see a lava field, and on the right there is an old church. We enter the passage and find ourselves in the cemetery. There you can dig up graves, taking out chests or useful things. Some graves contain traps. We go up the stairs and near the crypt we find a secret grave. From there we dig out the book “The Legend of the Were-Sheep”, read it, and the task “The Legend of the Were-Sheep” opens, which we will complete throughout the game.

    In the northern part of the cemetery we meet the Cemetery Madman. He wants to experiment on our survival and summons 16 explosive skeletons that surround us on both sides. A very dangerous situation. The tactics here are something like this. First we go along the northern edge of the cemetery to the corner of the cemetery, away from the madman. Then we cause rain to cover the entire area of ​​this part of the cemetery. We separate one hero from the squad who has more health. He approaches the madman. After this, from afar we destroy the group of demolitionists next to the madman, and then the rest. This way we will avoid the death of characters. After the battle we will receive 17000XP.

    Having excavated all the graves, we go to the very north of the cemetery and go up to the terrace. To the left there is a bridge to the lava field, which is guarded by a large Troll zombie. We wait until the troll moves away, at which time we set fire to the poisonous grass under his feet. During the battle, by the time the troll gets to us, he will have already lost half his health. We can teleport him back, and he will burn completely. We get 1800 XP. My characters move to level 9.

    We now go to the south of the cemetery. We go behind the old church and find the altar of Cysil: the old church. We pass further and several zombies and a skeleton crawl out of the ground. We kill them and go west from the altar to the area where ghosts roam.

    Preaching earthly passions.

    We approach the ghost Ebenezer and start a conversation with him. It turns out that these are ghosts from the ship that was destroyed by the lighthouse keeper Samson. The ghosts want to go to the Hall of Echoes, where the road to heaven awaits them. But Ebenezer does not believe in this paradise and wants to find his pet - the ship's cat Oscar. The task “Preaching Earthly Passions” opens.

    We only know one ship cat - Sam. Therefore, we go to see him in the Saisila tavern. We find Sam in the tavern and ask him if he was Oscar the cat? It turns out that’s what the ship’s cook called Sam when he was still a kitten. Sam told us about the terrible past of the cook Ebenezer and said that if he could, he would kill him.

    Then we go to the legion headquarters and ask Arha about the Bone Baron and King Brakk. Arhu asks us to find out who revived the undead rabbit Brakk. We go up to the second floor and inform Arkh that the healer Teliron has summoned the undead led by King Brakk, and now he is looking for the tomb. Arhu asks us to follow Teliron, the quest “Who Summoned the Skeleton King” begins.

    We teleport to the old church and go to the ghosts of sailors. We ask Ebenezer about his past life. After his story we

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

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

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

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

    When you wake up, you will see that most of the masters have died. Examine future companions who have fallen unconscious, and then rise higher. On the new floor, visit the lower room, the key to which hangs on the right in the corner (hold Alt to highlight objects), and go inside. Negotiate with the masters there or kill them, then leave the room. Finally, visit the small room in the corner where Fane sits.

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

    Outside you will see a summoned monster destroying the ship. Kill the fiends, and then run to the opposite side, where the lifeboat is located. You can drop her right away, or tell her to wait for you and then return for potential companions. If you save them, you will improve your relationship with them (they will survive in any case).

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

    Fort Joy

    Coast

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

    Now you won't be able to teleport anywhere, so continue on your way. You will soon discover the Red Prince - one of the possible companions that you can take into your group. That's exactly what we did.

    Next you will come across a black cat that will follow you. If you have the “Animal Friend” perk, then you can talk with him, but the cat won’t tell you anything interesting and will follow you anyway. Make sure he doesn't die if you want to get the Summon Companion spell.

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

    Walk forward, staying close to the thicket, until you come across a cave. The entrance will be hidden by vegetation, so keep your eyes open. Once inside, you will be taken to the Secret Alcove area, where Fain will be waiting for you.

    Recruit him if you want and then get to the end of this area where there is a waterfall with a chest. To pick up the last one, you need teleportation magic (put a mark on the map near the chest so you don’t forget about it and come back here in the future). Here, on the beach, deal with three turtles.

    Ghetto

    There are a lot of tasks directly in the city. You can talk to all NPCs, but only a quarter will be able to tell you something interesting.

    First, turn right, where you can hear a woman crying. Here you will receive the task “Mother's Worst Dream”. The woman Terah cannot find her daughter Erma, and no one, they say, wants to help her. A person standing nearby will tell you that little Jet has died. Tell Farrah about this to complete the quest.

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

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

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

    Below the fortress you will come across a fishermen's camp where Stingtail sleeps. The Lizard is a soothsayer required by the Red Prince on his personal mission, which you should already know about if you accepted him into the group and talked to him. Nearby is Sybil, another potential partner, who, in turn, wants to finish off Stingtail.

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

    Before killing the lizard with Sibylla, inspect the nearest box where the smell of oranges remains. Tell the lizard off and demand that it be returned. Once you have the orange, decide Stingtail's fate as you choose.

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

    Not far from the Kitchen you can find a hatch that will lead you to the Arena. Here you will receive the task “Fort Joy Arena”, in which you need to defeat four opponents in one battle. The enemies will be level three, so it’s better not to meddle here in the early stages.

    After completing the quest, go back outside and find Blacksmith Nebora nearby. Having learned that you have become a champion, she will agree to remove the collar from you (but not from your companions). You should not take advantage of this offer yet, as all masters will become hostile to you.

    The quest “Geist Killer” is taken on the city wall. Talk to Magister Arnica, who is trying to find a certain Migo. You will find the missing person lower and to the right near the shore. It turns out that Migo was subject to corruption, which turned him into a mad cannibal. It is not necessary to fight him; on the contrary, you can ask him for a ring (you must have an Arnica flower), and then return the item to Arnica.

    The girl will believe you that you found her father, and then go to Migo. To complete the task, visit them on the beach. By the way, the newly united family can simply be killed in order to take the good breastplate and ring.

    The quest “Finding Emmy” is given out by a dog named Druzhok. Your friend, if you are kind to him, will show you the location of the key. Ask him about the key to find out about the missing Emmy, the dog that was taken by the masters. You will find the dog later when you reach the Fort Joy Prison.

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

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

    Talk politely to the lizard if you want him to show you his wares. Next, go deeper into the cave, having first removed or broken the barricades, behind which lies a secret path. She will lead you to poisonous frogs - kill them.

    The task “Jar of Souls of Withermoor” will be given to you by a child. Agree to play peek-a-boo with him twice and find him. After this, find a small hole in the wall to activate a new replica: the child will tell you about a secret hatch that lies nearby. Go down the hatch.

    You will find yourself in the Forgotten Tomb with a statue of Lord Withermoor. Remove the spear from the statue's chest and then talk to it. Withermoor will ask you to find his soul in the Bracca phylactery, which you will reach later through the dungeon.

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

    On the second or third level, get to the beach at the top left where the crocodiles are. Kill them to get the above item. Next time Gavin will meet you at the exit at the top, where he will ask you to leave the Fort. Using teleportation, you will escape, but Gavin will soon die. You can pick up a good robe from his body.

    Fort Joy Prison

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

    1. The first option is associated with the already described Gavin, with whom you will get to the beach. You can only get out of there through the cave, which is the transition to the prison.
    2. The second option is to use the hatch to the right of the statue, which is in the center of the city. Inside, activate the lever to go to prison.
    3. The last method is connected with a hint from Amir, who will tell you the location of the tunnel for your help.

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

    After the conversation, go upstairs to the cells. A lizard is imprisoned in one of them, but he will not tell you anything interesting. Break through the door to move on. In one of the cells, talk to Verdas, the dying elf. Examine the camera at the top right and take the amulet from the body using the teleporter.

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

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

    Jail

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

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

    On the other side of this area is the boat Delorus mentioned. Tell the masters the password (Delorus told you this too) to avoid the battle. After this, talk to the boy Khan, who will invite you to leave the Fort. It's better to refuse for now.

    On the right side of the zone is a torture room, run by an insane sadist. You will have a difficult battle with the psychopath himself, as well as his monks.

    Moreover, golems in cages will also resist you, but first they will have to break the cages (it will take 3-4 turns).

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

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

    Kill the skeletons inside and take all the jugs. One of the jugs belongs to Withermoor, whose task you have already accepted. The remaining jars will also come in handy, so it makes sense to save them. Before leaving, interact with the statue on the left (perception above 14 required) to receive the Tyrant's Leggings.

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

    Courtyard of Fort Joy

    In the courtyard, kill the masters and go upstairs. Explore the room and go out to the balcony, where you can activate the stairs, which will lead you to the masters' quarters.

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

    After this, visit the main hall inside the building, where the trial led by Judge Orivand takes place. Kill everyone.

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

    Go up, keeping to the shore, until you come across the witch Windego. She was the one who destroyed the ship, so it's time for revenge! After killing her, take the Mask of Reincarnation - a valuable artifact for Fane and any other undead.

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

    You will receive the “Cornered” quest above from the broken bridge. Paladin Tarlin will inform you about the Shrieker hanging on the pillar. You cannot go through this creature in the usual way, as it will instantly destroy you. It is necessary to kill the Screamer using a rod with the “Cleanse” ability, or the Helm of King Brakk, which has the same skill.

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

    You will receive the “Armory” task nearby by looking into the basement. You will find yourself in Brakka's armory, where the half-dead Master Sang is located. The corruption is consuming him, so do him a favor and kill him. From him you can learn that the nearby lever is cursed, making it impossible to use.

    Use the Origin skill “Blessing” to clear the lever and move on. Inside you will find the Helm of Brakk and an endless tank containing the Source.

    Leave the dungeon and walk along the bridge. At the dead end, search the skeleton. Continue walking until you reach a road with a blinded Master Locke next to it.

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

    At the end of the road, talk to the bear cub who lost his mother. You will find her body a little further, but you cannot tell the bear about it. Scare him or inspire him.

    Mission “Burning Pigs”: from the center of the map, go down until you reach a burnt village with strange pigs. The poor animals are engulfed in flames that cannot be put out in the usual way, so you must come up with something. Using the animal friend perk, you can find out that pigs are actually people, and Brakk is responsible for this curse.

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

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

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

    Central ruins

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

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

    Coast in the South

    The eastern road through the forest will take you to the southern shore. There you will be attacked by two poisonous and one fiery salamanders. Again, the battle will be difficult if you are below level five.

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

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

    If you have already saved Gareth, you will find him on the territory of the sanctuary. Talk to the locals as they all have interesting information and some are traders.

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

    The quest “Eternal Admirer” is given by the priestess Gratiana, who guards the statue of Amadia. After talking with the priestess, you can talk directly to the face of Amadia in the form of a stone, and how your visit to this place will end depends on the lines you choose.

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

    Dark Cave

    On the quest “Treasury of King Brakk” you must visit a cave, the entrance to which is located near the shore not far from the Sanctuary of Amadia. Inside you will meet a rude undead creature named Trickster, who will insult you and tell you that you cannot go any further.

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

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

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

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

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

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

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

    Eastern Bank

    Higher up from the salamander beach, walk along the rocks until you find vines. Along them you can climb to a plateau leading to the eastern shore.

    The quest “Labyrinth of the Gargoyle” is located here. Near a structure with many doors and traps, you will find a gargoyle who will invite you to go through the labyrinth. If you put on the Ring of Brakk, the statue will mistake you for the king himself and immediately take you to the end.

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

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

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

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

    The fourth one leads to the right door at the entrance to the labyrinth, where you will find a portal on a small ledge. To get there, use the teleporter. Next, you will be transported to another platform with a portal, which will lead you to the “Kingdom of Orobas”.

    Inside this small area, you can use the teleporter again to collect valuable items.

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

    The quest “A Fate Worse than Death” is activated inside the building in the labyrinth. In the right room you will come across necromancer skeletons playing cards, with whom you will have to fight. After the battle, if you have already obtained the jars from the Treasury of Brakk, break the phylacteries of these undead, otherwise they will rise again (this will continue indefinitely).

    Having picked up the key from the body, go through the only door. Inside, activate the plate using the iron box from the next room, since the usual ones will quickly burn out.

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

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

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

    Dragon Beach

    The quest “Sourceless Dragon” is taken to the right of the plateau in the east. Here you will find a frozen area, in the center of which lies the Winter Dragon Slaine. Break the chains that bind him, and then have a chat.

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

    After passing the traps in the cave, you will soon reach the witch Radek. If you start fighting her and refuse to deceive Slaine, then you will have to fight both Radek and three beetles and the dead. It makes sense to place part of the group at the beginning, since the beetles will appear there and begin to attack you from afar.

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

    Pick up the wand from the witch's body and return it to Slaine. The dragon will thank you and say that he will come to the rescue when you are not waiting for him. By the way, you can kill Slaine, but rest assured, the dragon will not surrender to you so easily.

    You will receive the “Call to Arms” quest from the druid Immit, who will inform you about the Screaming. You may have already met one of them and probably know that the only way to kill the Screaming One is with the help of the Cleanse spell. A little further you will meet Gareth and his group, who are preparing to attack the masters.

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

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

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

    It is worth noting that the battle ahead is incredibly difficult (you have never encountered such difficulties on the island). In addition to the bishop himself, you will be confronted by Geist and four masters of different classes.

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

    When the battle is over, you will meet the elf Malaise. Before you go with her, make sure that you have completed all your tasks on the island, as it will not be possible to return here.

    Awakened

    Ship "Mistress Vengeance"

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

    First, explore the upper deck, and then go down to the next level.

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

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

    On the opposite side you will come across doors. Before opening them, look for a diary nearby that contains the code word “Fortitude.” Return to the door, insert Alexander's necklace, and then say the password.

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

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

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

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

    Moreover, the mission will not require complete victory from you - you only need to hold out for five turns, protecting the Ailment, which will then transport you to a safe place.

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

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

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

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

    About possession of the power of the Source

    Reaper Coast

    The quest “Sharp Awakening” is completed quickly. After the Ailment brings you back, you will finally reach dry land and go ashore. A little higher, find a gnome fighting a giant insect. They will disappear right in front of you, and then a battle with the fiends will follow.

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

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

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

    On the way towards the city, you will come across a chicken coop and chickens, which, if you talk to them, will tell you about the stolen eggs. The task “When to Count Chickens” will begin. Head a little north of Big Marge, keeping to the shore to find the monster. Kill him and explore the area - nearby you will find one surviving egg, which you need to take to the chickens.

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

    Driftwood

    The quest “Law of the Order” is issued in the city. Get to the main street with merchants, and from there turn towards the shore, towards the piers. There, talk to Magister Raymond, who will find you suspicious. Mention in conversation that you want to join the order, and then Raymond will leave you alone.

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

    The task “A Man and His Dog” is taken on the square. Just talk to the beggar with the dog sitting next to him. Even without the “Friend of Animals” perk, you can simply unscrew the dog’s collar and find out that the object has needles sewn to it, because of which the animal is suffering. Tell the beggar off by driving him out of town or robbing him.

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

    After this, have a few words with Garvan, who will give you the task “Losses in the Ledger”. The latter is to search for valuable cargo, which you will go after a little later.

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

    After a stormy night, you will find yourself wearing only trousers and at gunpoint with a crossbow. If the Red Prince takes advantage of the opportunity, then the lizard will turn into the Red Princess and there will be no attack.

    The quest “You Can’t Fill Up Grief” is taken on the second floor of the same tavern. Talk to Captain Ableweather, who will tell you about the shipwreck. After that terrible night, she can neither sleep nor eat, as she is haunted by terrible sounds.

    In another room, interact with the sleeping adventurer to get some recipes from him. You can also break into his chest and take away valuables.

    In the basement of the tavern you will find the entrance to a cave. The bully gnome will not let you through just like that, so you will have to fork out fifty coins. Inside you will find a separate tavern where smoking mixtures are sold.

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

    On the left you will find the headquarters of the head of the local gnomes named Lohar. The latter is in conflict with the masters, which you will learn about from him. The dwarf will also ask you to help him with the disappeared dwarf Mordus, who has disappeared into thin air, and now no one can find him.

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

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

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

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

    Outside, to the right of the tavern, is the Driftwood Prison. In it, you can talk with the boss to negotiate a reward for finding the master's killer.

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

    The “Missing Masters” quest develops further. Visit the fish warehouse near the port where the inspection takes place. The masters, as you will learn, suspect that the junk dealer is hiding the real killer.

    But do not think that the masters are right, since the elf Stewart, sitting outside the tavern, will tell you that the real criminal is among the visitors to the tavern.

    At the warehouses, talk to the boss who will refuse to give you valuable information. After this, find the gnome Kannox and convince him that you need to find the suspect. Say that you managed to escape from Fort Joy, and then the gnome will reveal himself to you. It turns out that the criminal is hiding in a barrel.

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

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

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

    In the right room near the shore, open the barrel to find Higba the Ragman. Help him get out of the encirclement without getting caught by the masters. If you get caught, then you will have to either fight or surrender Higba with his guts. After a successful escape, the junk dealer will say his thanks and slip back into the barrel. He will also reveal to you that he got the cheeks of the murdered masters from the cook Uivlia.

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

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

    You can now continue with the quest "A Sharp Awakening". Visit a house near the entrance to Driftwood where a girl is playing on the porch. From her you will learn that the masters took Siva to the scaffold.

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

    You have to perform a ritual that will call upon God. Complete the following steps in the order described:

    1. Take the root and blade.
    2. Take the bowl.
    3. Use the blade to bleed yourself.
    4. In the craft menu, cross the bowl, root and blade.
    5. Place the created brew near the dragon figure, and then activate the wheel.
    6. Inhale the smoke and hold your breath.

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

    Then you can continue the task “The Missing Masters”. Visit the tavern again and use the skill you learned. Talk to the first spirit to find out that the cook killed him. Now the spirit cannot leave in peace, since the ring holds it here.

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

    Alas, the same fate awaits this master as everyone else. If you tell Stuart everything, he will be able to return to the ranks of the masters. Finally, showing the ring to the killer will trigger a battle. When she dies, pick up a piece of paper with the names of the victims and give it to the boss.

    Before leaving Driftwood, you can feed the cat rotten fish corrupted by the void. After such a meal, the animal will die, and a spirit will appear in its place. Talk to the ghost to get the achievement.

    Soon after leaving the city, you will be attacked by crazy gnomes. Kill them and move on. You will come across a lonely statue, next to which there are constantly extinguishing torches. You won't be able to light them individually, so use a fire AOE spell.

    Further on the shore you will find a lamp with a genie. If you have an agility above 20, you can convince him to fulfill one of your wishes: to get rich (you will receive a stolen necklace, which you need to sell as quickly as possible without being seen by the guards), ask that enemies not come into your sight (you will go blind forever), or ask for the power of the gods (lightning will kill you). Otherwise, you will have to fight the genie.

    Continue along the western shore until you find a cave shaped like a skull.

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

    You can also simply avoid climbing into that hole and get to the very north of the cave, where the road leading into the abyss is located. You will be able to move your heroes across the abyss using teleportation to immediately find yourself in the place where in the future the game would throw you with the help of the four fiends described above, and fight the enemies with the whole team.

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

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

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

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

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

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

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

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

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

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

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

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

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

    Both trolls have a lot of health and also have an ability that regenerates six thousand health in one turn (they will only activate it during the first turns).

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

    The "Aggressive Capture" task is activated on the bridge with the troll. You will find dead bodies and bloody trails that will lead you to the area with the chest that Garvan mentioned (from the quest “Losses in the Ledger”. Use the Source spell to talk to the ghost Liam.

    It turns out that Garvan finished him off for selfish reasons and no such monsters attacked him. In order for the spirit to find peace, it is necessary to take revenge on the killer.

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

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

    Meadows

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

    On the quest “Buried Past” you will come across Gareth (if he survived in the first location), who has captured and wants to kill Master Jonathan. If desired, ask Gareth to spare this criminal.

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

    On the quest “Bestial Treatment” you will come across talking cows, who are actually bewitched people. Naturally, the cows will need your help in killing the evil sorceress.

    Explore the witch's house (the key is in the thicket below), capturing her eye. To develop further events, you need to finish off Alice Alisson, which you will be able to do a little later.

    Finally, there are scarecrows in the meadows, each of which are opponents. As soon as you talk to one, all the others will come to life and attack you. The battle, keep in mind, will be difficult, since the scarecrows have the passive skill “Horror,” which turns enemies into a stampede without the possibility of further control if the target does not have magical protection.

    Pogost

    Along the eastern bank, move south until you reach the cemetery. The "Family Affair" quest is awarded by Tarkin (if he was spared on the ship). The necromancer will need you to go down to the Surrey crypt and get the artifact there. Inside, you'll have to solve a lever puzzle using ghost vision.

    The three switches will only work after you step on the pressure plate in the very last room. Number combination: 2-1-3.

    The quest “Stranger in a Strange Land” is given in the north by the ghost of Vilnx Kriva. The lizard wants you to bury it according to its own customs, that is, cremate it. Pull your leg out of the grave and then throw it into the flames of the dragon statues.

    Continue your journey. Nearby you will find a stone platform, which is guarded by four ghost gnomes. The Featherfall bird sits there, feeding on its owner. Part of the latter's body can be eaten by the elf to learn the necromancy ability Bone Cage.

    There is a bench nearby where you will see Zimsky's ghost. Interact with him to improve your luck stat by one and receive a vial of Source.

    Next you will come across a guard dog named Andras. Andras is guarding the grave and will not let you inside. If you try to pass, then you will have to fight the monster Kedelon Bonecrusher, as well as a gang of skeletons that this warlock dog will summon.

    A little higher on the hill you will find the burial site of Victor Flynn with a note saying that he faked his death. Alas, he still failed to avoid death - his skeleton lies in the crypt.

    The task “Reluctant Servants” is activated in the cemetery. Silent servants roam here, which the watchman Farima will tell you about. It turns out that the servants are controlled by Master Riker, so in order to free the poor puppets, you will have to kill him.

    The quest “Heroes' Shelter” is issued immediately. Get to the center of the cemetery and open the small crypt where four famous warriors are buried. In everyone's grave lies a clue to the treasures they left behind in the world.

    By the way, if you open all four coffins, then the heroes will rise up and fight you. The first three caches of Garrick, Halla and Bromley are located above and to the right at the exit from the cemetery, to the north at the entrance and to the left, not far from the sawmill, respectively.

    The “Generous Offer” quest is taken near a living estate, the door of which will speak to you. If you admit that you are awakened, she will let you through. Inside you will find Master Riker, who will give you an order to find the tablet in the Black Mines location.

    The "Snake's Tongue" quest is given out at the master's house. After interacting with the silent salamander, return to the cemetery and look for a burning chest near two statues. Move the box towards you using teleportation or telekinesis to open it. It turns out that the password for the chest is made in the old lizard language, which the silent salamander knows about. The Red Prince can unlock the cache in the same way.

    “Existential Crisis” is a task that you will receive higher and to the right in the cemetery. A voice will be heard near one grave - dig it up to rescue the skeleton philosopher. Crispin will ask you three burning questions that will need to be answered.

    All answers without exception must contain the “Undead” tag, so put either Fain or an ordinary undead on your side for a verbal duel. If you lose, one of your companions will die.

    Near the cliff on the right side, visit the altar, which is opposite the giant tree. Use the Source skill “Blessing” on the altar to activate an event: the elf will drag your companion down.

    Follow the missing person to save him. Kill the elf without using poison skills against him, as they heal him.

    The mission “They Shall Not Pass” continues. Go past the gated southern part of the cemetery using teleport or brute force. Below you will reach the very house where it was impossible to get to at the beginning of the location, since the connecting bridge was raised.

    As we mentioned at the same time, the barrier could be overcome using teleportation. Otherwise, the only option left is the one described above - to go around on foot.

    Black mines

    On the right, at the edge of the location, you will find a path into the mines, blocked by insects. Kill them and then talk to the spirits using Source magic.

    The mission “On My Last Gasp” will unfold here, during which the masters will finish off ordinary peasants. If you do not intervene, then all five people will be executed, otherwise you need to attack the masters immediately if you want to save everyone.

    After the rescue, it turns out that another family member is in danger - the nephew. Go to the oil rig where he was hanged. Get to the top and talk to Master Jonathan, who will have to be killed immediately (after the first line) if you want to save your nephew.

    Keep in mind that the entire district in the form of other masters will come running to Jonathan's aid. Moreover, the rescued person will begin to use the magic of the Source, which will attract the attention of the oil fiends, which will then turn into fire fiends when the oil catches fire.

    The quest “No Exit” is given in the west of the fort, where a couple of masters are trying to burn down a house. You can kill the masters to save the person inside, who turns out to be blue blood Owen Anchoret.

    Finally visit the coast where the Shriekers are located. After destruction, get to the buildings with the masters, in which they conduct operations to extract the Source from the magicians.

    Deal with them and find a diary that tells about a safe path to the Black Mines.

    The “Excavation” task is already developing in the mines. The beginning of the cave is dotted with traps, so it is better to leave the whole team at the beginning, letting one thief go ahead, who is able to neutralize the entire path.

    One way or another, soon you will reach the defeated master, after talking with whom you will have to fight with the fiends. Next, go down into the mine. Inside, look into the side room where there is a fragment of a column.

    After a while, you will come across a chicken who will inform you of a threat on the way - the Screaming One. Finish him off normally or bypass him using teleportation.

    In the ruins, find a hole hidden in the wall, which can be opened with the key from the waterfall. Inside you will find the second fragment.

    In the workshop, kill the masters or intimidate them to avoid a fight. Next, you need to restore the oil pump, obtaining information from engineer Krug.

    After exploding the wall with barrels, you will reach a temple with statues of the ancient people to which Fein belongs. Pick up the artifact that lies in the nearby boxes, and then go to the last room with the statues. From the digger's diary you will learn about the correct order for activating the statues; Moreover, the necessary information is contained on the altar.

    The order of activation of the statues is as follows: the top one is first, the second in the last row is second, the second in the third row is third, the second in the second row is fourth, the first in the third row is fifth, the first in the second row is sixth, the first in the last row is seventh .

    After the puzzle you will unlock a force field, behind which you will find an ancient tablet. Next comes a real challenge in the form of a level fourteen boss (if your level is lower, better come back here later). Eternal Ethera opposes your deities, but now she has just awakened, so you may have enough strength to defeat her.

    After the battle, return to Master Riker. You won't find him there, so visit his room, equipped with instruments of torture. Before handing over your find to the master, ask him to teach you the new powers of the Source. Ultimately a battle will follow that cannot be avoided.

    The master's house also gives you the quest “Opposites Attract.” To do this, simply draw a line of food between the turtle and the rat. Now all you have to do is visit the paladins on the bridge and tell them about the atrocities of the masters.

    Paradise Hills

    Beyond the paladin bridge you will receive the “Three Altars” quest, in which you will have to help living deer in the battle against their dead relative. To complete the quest, you need to visit two more similar places.

    The quest “Test of All Seasons” is activated in a forest clearing, where you will find a bowl surrounded by statue trees. To complete the quest you will need to cast specific spells on specific statues, as each one represents a different time of year. Listen carefully to the riddle from the mysterious voice, and then the task will become easier.

    On the road below and to the left, deal with the opponents and talk with the undead named Victor.

    The Buried Past quest continues. Gareth attends to the funeral of his relatives under the protection of paladins. Near Gareth, pick up the gloves of the culprit who killed his parents. Next, get past the outpost in the form of paladins, negotiating with them or using brute force.

    Inside you will find four assassins. Use ghostly vision to talk with Gareth's dead relatives who live nearby.

    It turns out that they do not want revenge; on the contrary, Gareth’s peace is important to them. After this, Gareth will enter the room and decide to finish off the killers. Dissuade him from staying on the hero's path, or give the go-ahead, and then Gareth will embark on the path of revenge.

    Finally, the spirits will reveal to you the name of the main culprit - Master Jonathan. Kill him if you didn't do so earlier when visiting the Black Mines, and then bring Gareth the Master's Ring.

    The task “Dangerous to yourself and others” will start in the eastern part of the location, where you will find the healer Swann. From him you will learn about the dangerous infected Natalie, who is located in the basement. You can help her, but then you will have to fight monsters. Keep in mind that AOE spells will damage the girl.

    On the way up you will come across a sawmill and a gang of "Lone Wolves". Use ghostly vision to see how many restless souls are following them.

    The spirit of the wizard will ask you to avenge him and finish off the mercenary nicknamed Faithful Eye.

    Corbin Day will complain about his slave fate and complain about the master Rust Anlon. You can finish off the latter in the future, thereby freeing Corbin.

    The spirit Black Widowmaker will tell you about the treacherous murder: his partner Snake Root slipped him poison. The girl will refuse to confess to what she did, so you can kill her.

    The Grave Digger's spirit will tell you about the Woodcutter who finished him off. Visit the latter and, using the answer option tagged “Mystic,” make her see the Grave Digger in her dreams. After this, Dremoseka will show you the location of the treasure.

    The task “Log Like a Log” takes place here. You need to look at the sawmill and talk to the log. The elven piece of wood will ask you to pay the woodcutter who cut it down for it. You will find the woodcutter at the bottom of the location, but he will also be dead. To destroy his spirit, use the Soul Absorption skill.

    The task “Valuable Booty” is taken from the head of the mercenaries, Rust Anlon. He holds Saheila, already familiar to you, captive, so he will have to be finished off. Moreover, Sybil will want the same. If you kill Rust, then from that moment all the mercenaries of the brethren will become hostile to you.

    After the sawmill, visit the clearing to the east by breaking down the gate. There you will find Sadhi - the Red Princess, with whom your red-skinned comrade can retire. This will be followed by a battle with the killers, and the princess will disappear again.

    Above and to the right you will find riddled soil, broken into small areas of land. To move, use teleportation or wings.

    Next you will reach a lonely hut where Almira and Mikal are located. Together the couple left the hot spot, but there were some injuries. You won’t be able to cure Mikal just like that, because there is a curse around him.

    The source of corruption is the dragon, which you will find above and to the right from here. Finish him off and return for your reward.

    In the future, you will meet a couple on a ship. Then Almira will ask you for one more favor, which is to find the tablet. In the past, you could already get it on Riker's instructions.

    Monastery Forest

    A zombie named Eithne is a librarian. If you convince her that you are not a member of the Black Circle, she will allow you to buy books with various abilities from the schools of Necromancy and Transfiguration.

    Reach the ruins in the center where Hannag lives. The masters are trying to kill the lizard, so help her if you want to get an additional slot for the Source abilities. Next, Hannag will tell you about his student, who may soon be executed. If you manage to rescue him, she will make you a student, but if not, she will only hand over a book about the Source.

    The Three Altars quest continues nearby. You will find the monster surrounded by wolves, who will increase its strength. The monster must be stunned every turn, as it is quite capable of killing your entire group at once.

    In the north of the location you will come across the corpse of a fortune teller, whose name is Alisa Alisson. The body flies on a cross and is quite capable of fighting; moreover, one of its abilities - a passive aura - takes away four hundred HP every turn from the entire squad. A dangerous opponent, so don't even think about fighting him if your level is below 15.

    After the murder, visit Alice's hut, which is located in the meadows. In her chambers you will find ingredients with which you can create a potion (witch's eye, mushroom and catalyst) to heal people turned into cows.

    On the other side of the bridge you will find a lonely house, next to which there is a cage with two demons. Their current owner is Jaan - the same master of the Source that you have already encountered more than once. Find and kill the demon located on Blood Moon Island for him if you want to more fully master the power of the Source.

    On the shore you will meet the Dead Ferryman, who transports everyone to that very island. Any character other than the undead will not survive this journey, as it takes place through the fog of death.

    To overcome the obstacle alive, use the following trick: separate all the heroes from one character who is going to use the boat. When he turns out to be dead on the other side, the rest of his living party members will immediately teleport to him.

    Blood Moon Island

    Go down and to the right until you reach the demons led by the Lawyer. Immediately you will find a familiar Ailment, which teleports without talking. Next, you can make a bet with the gnome who just spoke with Illness, betting with him for five hundred coins.

    The lawyer will offer to teach you new features of the Source's power, but in return he will ask for a counter favor - to kill the Black Circle group. You will find the targets in the center of the island, after which the Lawyer will reveal to you the location of the Nameless Island.

    Next, you can finish off the Lawyer, since Jaan asked you to do so. As a reward, you will receive an increased Source resource. Jaan will also need you to find the owner of the Lawyer by asking the spirits on the island about his name.

    Find a bridge assembled from fragments, and then a map with statues, an archive and a mountain marked on it. The mission “The Forgotten and the Damned” is activated.

    Go up and to the right and at the turn you will find loosened ground, under which there is a hatch hidden. You will find yourself in the Archives, where the ghostly abbot of the library is located. Behind one of the cabinets you will find part of the Anathema weapon, as well as a new pyramid for fast movement and a special book with a spell to tame the flames, which you will need to destroy the statues.

    Near the statues you will find cages with demons. Before opening them, look into the world of ghosts and negotiate with the guard spirits to get permission to release the prisoners. You have to defeat a baby, a gnome and a lizard, each of which uses demonic abilities.

    Preparing to sail

    The mission on this part of the land is coming to an end, so it’s time to set sail. For the next journey, you need to open three additional slots for Source abilities, learn the Source Drawing skill, discover the location of the mysterious Nameless Island, solve Gareth's dilemma, and also (optional) complete the personal quests of your companions.

    Keep in mind that opportunities to increase Source slots can be easily missed. There are four characters in total who can help you in this matter: Mordus, Riker, Hannag and Jaan - remember these names.

    You will receive the ability to extract the Source from Siwa when you open the cells described above.

    Finally, the location of the island can be revealed by the Lawyer, God (according to the ritual in Siwa’s hut), and also the Ailment. When all the conditions are met, return to the ship and order it to sail.

    B unnamed island

    This part of the land is a whole battlefield, where masters and paladins on one side, and the Black Circle on the other, constantly fight. Your task is to visit all seven Divine Temples and complete the tests there. When the job is done, you can proceed into the depths of the mysterious Academy.

    Talk without leaving the ship with the succubus Almira, who wants to find two pieces of the Deliverer. Also here you will find Master Delorus, whom you met back in Fort Joy. He can become a companion, but his level is too low for full-fledged battles.

    Temples of the Gods

    Temple of Ralik

    The first sanctuary represents the people, and here you will stumble upon a confrontation between the masters and members of the Black Circle. Choose a side and then take part in the battle. After the battle, activate the altar with a person so as not to receive the “debuff”, or with another race, but then you will become blind for some time.

    Temple of Vrogir

    Go up and to the left until you come across a Cheka squad. If you convince them that you are the embodiment of Almira, then there will be no battle.

    The inside of the temple will be flooded, which was done by order of the Cheka. You can cancel the order and send the entire group off the island. After this, find the key that will allow you to unlock the secret path to the Armory with valuable items.

    On the same shore you will find a Gloomy Cave, where you can find powerful weapons. Picking up the Blade of the Eternals will provoke an attack from the apologists.

    Inside the demon sanctuary, you will find that a necessary item is missing from the altar. Go to the ghostly world and talk with the spirit of the imp, who will tell you the reason for the loss - it turns out that the crystal was stolen by members of the Black Circle.

    Go west until you come across two mongrels who found a strange stone. Kill them or simply throw meat at them to get the crystal you're looking for. Now you can use the altar.

    Activating the altar will take you to the miniature world of Zantezza. First place the boxes on the nearest plates. Continue further, past the blocked doors using teleportation.

    To speed up time, use the hyperactivity device in the hall on the right. The other device will initiate a kill protocol, so don't touch it. Finally, in the center you will find a core, which you need to get to as quickly as possible, otherwise you will die.

    After this, move along the northern path to find the Cheka group. Kill them and take the Dark Mirror from the head.

    Elves will meet you on the approaches to the temple. To avoid a fight, answer them that you are awakened or are carrying out the will of the masters.

    Here you will learn that Bishop Alexander has gone after you and has already landed on the island. You will find him at the very top of the elven sanctuary in the company of Gareth, who wants to kill him. Help Alexander, who has separated from Hammer, or complete Gareth's revenge and finish off the bishop.

    Another task will be given to you by Sybil if she is in the group. The tree in the temple will direct her to take the life of the Prince of Shadows. When you leave the temple, your friend Saheila will advise you to destroy the Tree so that the elves will finally gain freedom. Decide what to do.

    Temple of Amadia

    The ancient people's sanctuary is located in the lower left corner of the island. You can get there only by climbing up the vines, which will lead you to the temple floating in the sky.

    On the spot, overcome all obstacles and chasms using various blessings of Amadia. Along the way, if Fain is part of your party, you will receive unique gloves. Get to the center and interact with the altar.

    Temple of Zorl-Stissa

    Get to the shrine and interact with the altar. No difficulties. To the east of the temple you will find the Prince of Shadows lizard, whom Sybil has been hunting for throughout the game. She will go into a trance due to the lizard's magic, so you will have to sing a song to her. A battle will follow in which you will have to fight invisible people.

    Finally, the Red Prince can also interact with the Prince of Shadows. After the murder, travel to the ghost world to find out the reason for the hunt for the Red Prince. It turns out that your partner and Princess Sadha can give birth to real dragons, which does not at all appeal to the nobility of the lizard empire.

    Temple of Dune

    On the way to the sanctuary, overcome all the chasms using magic. Inside, defeat the cursed Dune warrior, and then fulfill his request - absorb him. After starting, go around the temple from the north and talk with the undead. She will ask you to finish off the damned gnome.

    On the assignment "White-Face" you have to finish off the eponymous leader of the Black Circle. Using the black mirror, pretend to be White-Face's subordinates in order to safely reach his hideout, which lies to the left of the Temple of the Moon near the mountain.

    The entrance will be protected by the troll Krug, with whom it is impossible to reach a compromise. There's no point in fighting him honestly, so just teleport him into the lava.

    In the cave you will see an altar that you cannot interact with. Dispel the illusion behind him by using Alexander's Hood, and then finish off the leader.

    In the Cheka camp you can find an acquaintance of Windego, who could have been killed back in Fort Joy. One way or another, she will have to be dealt with again.

    Now that all the temples are activated, head to the Sanctuary of the Moon. Inside you will find seven pillars, each representing a specific deity. Each of the seven represents either the Sun (light) or the Moon (darkness), as you learned when visiting the temples.

    Set the affiliation of the gods to the luminaries, and then use the lever. To activate the lever, move the lightning bolt thing called the Phase Capacitor onto the pressure plate.

    If you wish, you can go a completely different route without activating the altars. To do this, visit the corner of the island on the lower right, where the islands are located. Using them you can get to a separate land where a hatch is hidden. It is he who will lead you to the halls of the Academy.

    Inside the Academy, you will meet a fiend of the void, who will reveal to you that their true motives lie in the desire to return the power illegally stolen by the gods.

    Go into the hall, dotted with the bodies of teachers. You can interact with them to strengthen some characteristics instead of weakening others. Then find the panel and install the Phase Capacitor, which will fire the beam. It is necessary to direct the beam to the post using mirrors.

    In another room you will find the key to the room on the left with valuable treasures. Near the pillar that the beam should reach, install a couple more capacitors, and then interact with the lever. This will take you to the Hall of Heroes.

    In the hall you will meet all the story companions, as well as Gareth or the Bishop, depending on your choice. Agree to fight.

    After this, a battle will begin in which all the chosen ones will take up arms against you. Get to the Divinity Key, which lies on the right. Ultimately, when you overcome the Guardian challenge, you will be greeted by the long-forgotten Dallis Sledgehammer.

    If you managed to change the Bishop to your side, then she will immediately finish him off. Dallis then annihilates the key and goes into hiding.

    Finally, the destruction of the arena will follow, during which the battle will unfold. You will have to defeat your own copies in the form of divine avatars, as well as the Source Titan, which will appear at the end. When the job is done, Illness will appear and ask you to launch the beacon - do this to leave the location.

    Once on the ship, talk to Illness. Your next goal is Arx, where Dallis went.

    Oh hota for Dallis

    Coast

    Directly on the ship you will move to the hill. Pass the camp near the shore and get to the port. Once there, it turns out that the harbor was attacked by a kraken. If you think that your strength is enough to destroy 18 levels, then give him a fight.

    After this, search the shipwreck and find the key. Also talk to the ghosts to learn about Dallis, who rushed to the tomb of Lucian himself. Defeat the vampires by helping the paladins to let you into Arx.

    Arx

    In the city center, find the artist and use ghostly vision to talk to the spirit. The latter will reveal to you that the local prince owns a rare painting.

    After visiting the nobleman’s residence, you will stumble upon Kat, who will also mention the paintings and offer you help. On the top floor, prepare to meet the guards; in the hall there is a key that can only be transferred to you using telekinesis. Finally, you will find the treasured path to the basement outside the house.

    The “Execution” quest will begin with a series of executions: paladins will kill masters, wanting to find secret members of the Black Circle. Talk to Marie, who will ask you to rescue de Selby. The latter violated discipline and refused to carry out executions, so she herself ended up on the scaffold. The only way to save her is to kill the local head of the paladins.

    On the quest “The Power of Mercy”, visit the prison on the lower level of the city. Deal with the guards, and then find the cage with Windego's old friend. If you let her go, you will learn a new spell that allows you to turn fiends into allies. She will also reveal to you that the local leader of the paladins, Kemm, is secretly working for the demons.

    The quest “The Last Stronghold of the Masters” is activated in the barracks. In the ghost world, find Marvell, who lives in the kitchen. Next to it, clear the path from the boxes and use the hatch.

    By the way, on the hatch there will be a password in the form of four phrases, two of which can be found in the next room (the others will have to be selected at random).

    On the lower level, find the secret button to get into the master's vault. Next, to unlock another secret, remove all four pictures, behind which there will be buttons. As a result, you will find yourself in a new room where the ghost of Hux lives. Here, pick up the key and go down to the next level through the closed hatch.

    You will eventually come across Master Raymond surrounded by Geists - kill him. Next, examine his documents and read the information about Dallis, which contains all the plans of the masters. It turns out that they set out to destroy the Source, Divinity and the Void itself, for which they have already recruited Tarkin, whom you know. The latter took upon himself the responsibility for the resurrection of King Brakk.

    Return to the city and go up and to the left, where the burning part of the city is located. Visit the lizard embassy, ​​where you can find a mysterious portal.

    To the right of the city, explore the apartments of the artisan Zanders, who makes toys. One of the toys came to life and disappeared - you will find it near the pier and learn that there are corpses in Zanders' basement. Visit his house again, and then talk to the master himself and decide his fate.

    Then visit the library, where history doc Hubert will examine you. Correct answers: House of Dreams, 1234, Tenax and Cassandra. If you answer correctly, Hubert will ask you to go down with him to the basement, where he will open a new story and give you a book of talents of your choice. There is also a chest, the key to which is in the previous room.

    On the quest “Just What the Doctor Ordered,” you will visit the Black House, where Deva lives. If you defeat White-Face on Blood Moon Island, the doctor will let you inside. Next, Deva will offer you a deal: half of the divine power on your part, help in the battle against Dallis on his. Keep in mind that the transaction will definitely have consequences. If you refuse, you will discover that the powerful demon Adramalich is hiding behind the doctor's guise.

    Dungeon

    The quest “Secrets of the Dwarves” is activated when you approach the gnome area. Make your way to their courtyard from the east by teleporting to the balcony of the wise man's house. Here you will find stones that will help you get to the other side.

    On site you will find the place of the already completed wedding, which has taken on the appearance of a slaughterhouse. If you activate the cake, a battle will follow with the toys that crawl out of it. There you will also find a message from Dev. Before leaving, examine the bodies to find the key.

    Take a look into the house where newlywed Isla Gall has taken up residence. On the top floor you will come across her dad Michel, who is about to leave Arx. Next, look into the kitchen and take the Lulabelle wine to unlock the secret passage.

    You will find yourself in a sewer full of spiders - kill them. Next, visit the right side of the dungeon, where there is a brotherhood of child thieves who will pit you against the troll. When the battle is over, take the Strange Painting, which is that rare image.

    Ultimately, you will find yourself in the secret abode of Queen Justinia in the company of Isbale. If you released Windego after the interrogation, you learned that Isbeil was consorting with demons. That is why you can now surrender it to Justinia, after which the latter will refuse to stand up for Isbeil in battle. After the battle, talk with Justinia and decide her fate.

    Before leaving, you can visit the sewer branch, which will lead you to the prison. There you will come across the boy Karon, who is an awakened one. If you return here again after some time, you will not find Karon in place, but you will find him in the western part of Arx, where he will commit a massacre.

    Visit the temple and speak with Avenny to receive the key to Arhu's private chambers. After exploring the chambers, at the exit you will find paladins who will accuse you of killing Arhu. Finish them off or try to negotiate peace.

    On the opposite side of the temple, talk to Charlie the dog to find out about the true culprit behind the disappearance of Arhu. It turns out that Kemm, whom you know, is behind the crime.

    Talk to Lyle to learn about the Blood Path pilgrimage. It turns out that only an absolutely sinless person can overcome it. Come inside.

    Along the way, you will come across a statue of Lucian, who will ask you four questions. It doesn't matter whether you answer honestly or lie, because if you actually committed crimes, the statue will instantly destroy you. If you have sins, then you can use a trick: return to the ship, take an “empty” companion who has not yet participated in your adventures, and then bring him here and take the test with him.

    Next, a riddle with pipes awaits you. It is necessary to pass liquids of three different colors into three bowls on the opposite side. As a result, it turns out that one liquid is missing - use “Bloody Rain” above the center of the platform, and then bless the blood with the Source skill.

    After solving the problem, continue on your way. Behind the door you will find minions of the Source, who are easy to kill, but pointless, since they are reborn. To overcome this challenge, you must dial the right combination of levers. Each of the levers represents a separate letter, and you need to collect the word “RIGHT”.

    Divinity

    The "End Times" task is the final one. Malaise and Tarkin will act on your side. In the hall, talk with Lucian and Dallis. It turns out that the first faked his death in order to unhinderedly absorb the Source of the gods.

    Dallis is an eternal one who has always worked for Lucian. Moreover, Fain is her father. Hammer's ultimate goal was to completely consume the Origin and move it to a safe place - one where the Void could not threaten it.

    Next you will have a battle with King Brakk. The leaders you know will fight on his side, while Lucian and Dallis are on your side. You won't have to kill Brakk personally, since you won't have enough strength, so just try to survive.

    Finals

    1. If you make an agreement with the doctor, you will meet with him again to give half of your divinity. Next, Lucian and Dallis will die, and you and the demon will divide the world in half, creating a balance between light and darkness.
    2. The second ending is "Ascension". You will become a sole god without the help of a doctor.
    3. The third ending involves the spread of the Source throughout the world. Each of the inhabitants of the Earth will become a magician and will contain the Source.
    4. The final ending hinges on the destruction of the Source. Magic will leave Rivellon forever.

    Video: walkthrough of Divinity Original Sin 2


    Like if it was useful

    Fresh Divinity: Original Sin is full of surprises and may seem like an overly complicated game for a beginner. If as a child you didn’t sit all night long playing Fallout or Arcanum, and the best RPGs in your life were Dragon Age and, then you’ll have to get used to some of the features of Original Sin. This modest guide will help you not get confused at the beginning of the game and quickly get into the right shape to complete it.

    Play the way you like

    Like most other RPGs, Original Sin begins with a character creation process. In this game there are two of them by default - if you’re not used to it, you can get stuck at this stage for a good hour.

    • Make sure that the hero’s physical characteristics correspond to the set of abilities you have chosen.
    • We advise you to accept a warrior and a mage into the group, who can be found in the first city. The lady wields two-handed weapons and a rich set of skills associated with them. The magician wields the elements of water and air. To increase the effectiveness of the party, create characters that will not duplicate the abilities of their colleagues.

    Otherwise, don’t constrain yourself, play the character you like, or use one of the ready-made templates. There are no strong and weak here - there are just different ones. It's a win-win lottery: no matter what decision you make when creating a hero, Original Sin will find a common language with you.

    Focus on specific skills and don't get distracted

    Formally, Original Sin does not tie your heroes to specific classes. Once you start playing as a mage, you can turn him into a warrior as the game progresses. But it’s better to abandon this idea. It would be more correct not to waste the points received when increasing the hero’s level on all sorts of experiments, but to focus on one thing. Divinity has quite complex battles, and the more clearly the roles and functions of the adventurers are distributed, the better.

    The same rule applies to social, technical and combat skills. If one of the heroes can talk to animals and pick locks, and the other can repair equipment and trade, then you did everything right. If you're dealing with two battle mages who can't even heal each other, then something needs to change.

    In addition to physical characteristics and skills, Divinity heroes have perks. These are character traits, biographical details or some other nuances, the right choice and combinations of which can direct the game in an unexpected direction.

    For example, the list includes the “Zombie” perk, which allows the character to be treated with poison, but makes standard healing potions and spells inapplicable. At the very beginning of the game, you will often be against the undead, who splash buckets of poison around them. The “Zombie” perk given to one of the heroes will help to dramatically seize the strategic initiative.

    Choose your perks wisely and try not to waste your time on ones that simply increase stats or give extra skill points. You can develop both of these every time your character gains a new level. The opportunity to assign a new perk is given too rarely to simply flush it down the toilet.

    Save often

    Losing one of the heroes or the entire party in battle is a normal practice even at the beginning of the game. Therefore, try to save often, and most importantly, on time. Any battle at a random moment in time can turn out in an unpredictable way, so saving the game during the battle is also useful.

    Don't waste your time

    Original Sin is able to forgive rash actions, but only at the beginning of the game. If you decide to rob a merchant at the market, he will reprimand you and ask you to put the stolen goods back in place. If you respond with rudeness, he will call the guards, and a massacre will begin, which will definitely end not in your favor.

    In addition, each noticed misconduct reduces your reputation, and it becomes more difficult to play. All inhabitants of the Divinity world have an attitude parameter towards your adventurers. If this indicator is too low, then the prices of goods will be inflated, and the strength of your social skills and the chance of persuading a character in an argument will be underestimated.

    If you decide to test the strength of the Original Sin system, then it’s better to save first.

    Make the most of the elements

    Combat in Divinity: Original Sin is designed in such a way that most abilities can be used at every turn, and only a few spells need to cool down for a while after being cast. The magician Jahan, who can join the party in the first city, masters the magic of water and air - he has the ability to cause rain and shoot lightning from his staff at the very beginning of the game. Use this as often as possible!

    Rain has a lasting effect, and makes all enemies more susceptible to frost and electricity. Remember that a charge of electricity, released in time into a puddle in which a group of enemies is standing knee-deep, can save your life. Enemies slip on frozen puddles. Surfaces covered with acid will ignite.

    But keep in mind that you can easily fall victim to your own pitfalls.

    Open every door, go to every forest and go down to every basement

    In Original Sin, it's hard to resist the urge to look into every dark corner: even if you're strictly focused on the task at hand, you're bound to get caught up in random twists and turns. Don't worry about the integrity of the story. Divinity knows how to distract you with little things, but you will never find yourself collecting rare mushrooms on the opposite side of the map from the main action.

    Buy master keys and invest development points for one of your characters in the ability to use them. Carry a sword that you don't need in battle to break open chests and doors that you can't open.

    The geography of quests in Divinity is such that the solution to a task given a few hours (or days) ago can sometimes be found in a completely unexpected place. Original Sin constantly leads the player by the nose and works according to its own logic.

    Divinity: Original Sin's quests are packed very tightly into the game, and their solutions are often located close to each other. Therefore, if you can’t see point-blank where this damned amulet for a talking cat is, then most likely you simply haven’t studied the area carefully enough and what the characters are telling you.

    Improvise crafts and read books

    There are an endless number of books with spells, new skills and potion recipes scattered throughout the game world. Don't be lazy to read everything you can find. After a couple of hours of playing, a huge amount of junk will accumulate in your inventory, from which you can collect disposable items yourself, rather than spending money on them in cities. Look for books with instructions and don't be afraid to make mistakes. Even if the experiment does not end well, in a minute you will find another mountain of ingredients for the product you are looking for.

    Remember that books are the only source of new skills for all classes.

    Find your bearings

    After you have completely explored the first city of Cysil, there will be a sufficient number of tasks to explore the area outside the walls. Be careful: there are several gates leading outside the city, you need to exit through the western ones. The sign will say "West Gate".

    In general, in the opening of Original Sin there is a small problem with orientation, so the easiest way to do this is to move the cursor over the enemy and look at the number of his level. If it's equivalent to or a couple of numbers higher than your heroes' level, then you're going in the right direction. If the enemy’s level is three to five numbers higher than yours, then you need to go the other way.

    We hope that these tips will help you overcome the difficulties that an unprepared player may encounter in the opening of games of this scope and depth. The main thing in Divinity: Original Sin is to take your time and study the game slowly. Otherwise, you can do everything here that is provided for by the mechanics. Just don't forget to save in advance.