Achievement Guide - Haunted Forest - Side Quests. Quest: The Watch is Coming

In the old days, there were Guardians of the Source who healed the sick and wounded with the help of a great power called "The Source". However, a terrible and terrible darkness filled the lands of Rivellon and therefore the Source was forever spoiled. Real madness has gripped the once noble and good-natured Guardians, so all they do now is destroy everything around them. A pair of brave Source Hunters are all that stands between Rivellon and the Dark Force that seeks to destroy it. Therefore, wherever the Source appears, the Hunters will follow it.

Part - 1: "Arrival"

Divinity: Original Sin - Enhanced Edition.Walkthrough

Location: “Coast”

WalkthroughDivinity: Original Sin - Enhanced Edition begins with the ability to customize two main characters: the priest Roderick and the robber Scarlett. Young heroes on a ship go to a city called Cysil in order to investigate a mysterious crime. However, because of the orcs, it turns out to be impossible to land off the coast of the city, so the heroes have to land a little south of it.

Soon control will be yours. On the sunny beach you can collect shells. They are quite difficult to notice with your eyes, so you should press the “Alt” key to highlight all useful items next to the heroes. Highlighting objects greatly simplifies the passage, so use the key as often as possible.

Having walked a little further, the heroes soon notice a group of mysterious necromancers running out of the cave ahead, one of whom calls on the undead. The first battle will begin, in which you will be introduced to the turn-based battle mode. In battle, you will be told that for each action, striking, using a potion or changing weapons, action points will be spent, which are indicated at the bottom of the screen. At the end of your move, press the Spacebar. After the training battle ends in success, you have to make a decision: enter the cave (and undergo training), or refuse and move on.

Location: "Cave" (Tutorial)

If you suddenly decide to enter the cave and undergo training, then you will learn about many features of the game. I recommend that everyone take the training, because in it you can learn about really useful and interesting aspects of the gameplay.

(1) . With the help of water magic it will be possible to extinguish fire areas. (2) . Acid clouds can be dispersed using fire magic. (3) . Puddles, which consist of oil, can again be set on fire using fire magic. (4) . Surrounding objects can be destroyed by blows: to do this, you need to hold down the “Ctrl” key and “LMB” (left mouse button). It will even be possible to destroy wooden doors, but this will all waste the strength of your weapon. (5) . Locks can be picked using master keys, but there may be various traps on the locks - they will have to be neutralized using tools.

(6) . The game has a hidden mode: by going into it, you can sneak up on enemies unnoticed. (7) . There may sometimes be traps on the floor that resemble mines. The higher the level of the trap, the more difficult it will be to notice. An ability called “Perception” is responsible for the timely detection of traps and other useful objects. (8) . It will be possible to move surrounding objects such as boxes, chests, barrels, vases. To do this you just need to select required item, hold down the LMB, drag the item to the desired location and release the button. (9) . Objects must be placed in pairs on various mechanisms, such as plates, in order to activate them. (10) . A group of heroes can be temporarily divided so that they follow each other. To do this, drag the icon of one of the characters as far as possible from the other so that the connection (chain) between them is broken. Characters are united in the same way.

At the very end of the cave, the heroes will find themselves in a tomb, where an undead wizard and a couple of his students will unexpectedly rise from the dead. The battle will begin. After defeating the undead, you will learn that necromancers stole a crystal from the grave of this revived spirit.

Location: South Beach

Once outside, go to bottom part level to find the quick access portal - the altar. There will be a shovel nearby, and a little higher - a lighter pile of sand, inside of which you can forge your first cache!

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Completing the additional task: “Shell on the Beach”

From the place where the teleport is located, go straight along the coast, only to the right. There will be a huge shell lying at the dead end. In order to hear what the shell is saying, you will need the skill/perk/ability: “Animal Friend”. If on this moment There is no such skill, then you can return to this place a little later. In general, the shell will ask you to throw it back into the sea. There are two options for completing this task: option one - take the shell for yourself and sell it on the market, thereby receiving gold; the second option is to throw out the shell, and as a thank you, it pulls out a chest of gold from the bottom for the heroes. In addition, in the second option you will receive +1 to altruism.

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Anyway, go to the upper left corner, where you will soon meet two drunken guards along the way. You can negotiate and fight with the guards, but it’s up to you to decide what to do with them. One way or another, you need to continue moving towards the city.

Upon reaching the large beach, a small and simple battle begins. Moreover, an orc ship will soon arrive, from which a couple more green-skinned fighters will land. Pay attention to the fact that below, near the orcs, there is a barrel of oil - if you destroy it with an arrow and then set it on fire, it will not be difficult to defeat the enemies.

After defeating the orcs, collect everything you need and go to the gate, near which you will first have a conversation with Master Arhu: the character will know something about your task and therefore will ask for a meeting in the northeastern part of the city. At the end of the conversation, enter the city.

Part - 2: “Sisil City”

Divinity: Original Sin - Enhanced Edition. Walkthrough

Personally, I recommend going around absolutely the entire city and trying to visit all the houses. There are several gates leading outside the city, but there will be some pretty dangerous monsters roaming around the city. The weakest among these monsters will be level 5. So at the moment your task is to bypass all the local residents and complete the simplest additional tasks in order to gain precious experience and get at least level 3. In addition, it will be possible to supplement your team with new characters.

In houses, in turn, you can find quite a lot of useful things/items. All of them will be highlighted in red - this means that the items belong to someone, so you won’t be able to just take them. If you are caught stealing, then soon the guards will appear, and after that a losing battle and in the end prison. However, if you take the object so that no one notices anything, then nothing terrible will happen. I recommend first of all taking gold dishes from the tables, and paintings on the walls. Other household items will cost pennies, so it’s not even worth spending effort on them.

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Completing the additional task: “Fire! Fire Fire!


On the southern coast you will see locals extinguishing a burning ship using buckets of water. The time to complete the task will be strictly limited, so you will have to act clearly and quickly. Run to the central market of the city to buy a rune called “Rain” from the sorceress for 920 coins. Next, use the rune to get a brand new spell on your quick access panel. After this, return back to the coast to the burning ship and make it rain directly over the ship. As a reward, the group will receive 900 XP (experience points).

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Completing the additional task: “Sailors without a ship”


From the extinguished or burnt ship, go a little further down to the very edge of the pier. In this place you can find three sailors near the already broken ship. The characters will ask you to find them new job. For work for sailors, you should contact Captain Jack, who can offer it. Jack will be standing in the central market right next to the fountain. As a reward you will receive 180 XP (experience points).

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Completion of the additional task: "Charmed, I'm sure"


Once on the territory of the port warehouse, go to the doors with right side. There will be two guards and a female orc standing in the backyard of this place. And they will argue among themselves. The problem is that the guards randomly used a love potion among themselves, so the orc is now in love with one of them. The crux of the matter is that the second guard wants to get rid of this possible danger.

Legionnaires will turn to you and ask your opinion. There are two key answer options: first option - if you decide to leave the orc alive, then you will receive a change in character + 1 to romance. However, when you return back here a little later, the legionnaires will be dead. The second option is to kill the orc. As a reward you will receive 225 XP (experience points).

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Completing the additional task: “Warming up the crowd”


On the south side of the central market there is a separate area where artists perform. The first performer is Reginald, who is in charge of entertaining the crowd by displaying a magical burning head. Among the spectators stands Gallagher, working as a ringleader, gathering a crowd of people around and receiving money from Reginald for his work. But at the end of the eastern square there is a second artist - this is Cedric. He has no audience at all. Talk to Cedric and tell him about the reasons for another artist's success.

Having learned about this, Cedric will ask you to outbid (convince to work for him) the ringleader Gallagher, so go to him and try to convince him that it’s time to change your employer: you can intimidate (strength), flatter (attract) or simply convince (charisma) . So choose the method that is most characteristic of your hero. If everything goes well, then you can tell Reginald everything. The main thing is to take your reward from Cedric. The experience reward will be 125 XP.

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Walkthrough of the task: “Mysterious Murder”

Now you can begin completing the main task. Go to the northeast corner of Saisil - there is a barracks, which is marked on the map. In the barracks on the ground floor you need to talk to Captain Aureus - he will issue permission to search the place where the crime occurred. In addition, you will receive three additional tasks from him - you will need to help ordinary legionnaires outside the city.

On the second floor of the barracks, be sure to talk to the cat. It turns out that the cat is a transformed wizard named Arhu. The wizard, in turn, will tell you everything he knows and advise you to meet with the local gravedigger to examine the corpse of the murdered person.

It's time now to head to the local tavern called the King Crab. The tavern is located in the northern part of the city's central market. At the entrance to the tavern there will be a character named Mendinus, offering to join the guild of heroes. And let the guild's description be similar to a modern one marketing company, but he is not trying to deceive you. After joining the guild, a whole branch of additional tasks will open, but they can only be completed outside the city.

(?) - New hero. Inside the tavern you will definitely run into a girl named Madora. She will be ready to join your group. Madora is a two-handed weapon specialist, so she will easily break skeletons outside the city. However, be aware that Madora is militant against all enemies. So if you try to come to an amicable agreement, she will definitely cause discord and thereby deteriorate your relationship with her.

In the southwestern part (corner) of the tavern there is a locked room, which will be guarded by a guard. Tell him that you have permission from the captain and can go inside. In the room of the murdered advisor Jake, if you look carefully, you will find the first “Star Stone” (1/16). And although the stone will create a bright flash, you will not receive any damage, but after that the whole team will find themselves in a completely different world.

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Completing the additional task: “The History of Stones”

After the outbreak, the heroes find themselves on a small piece of land somewhere in space. Nearby there will be an imp named Zixzax and a huge telescope. Further from the tiny world through the portal in the southern part you will find yourself in a hall with many inactive portals. At this point, talk to the girl who will be sitting on the time loom. From her the heroes receive the task of finding everyone magic stones to open all remaining portals. In addition, the imp will give you a pyramid portal, thanks to which you can instantly be transported to another similar pyramid.

To get out of this strange world, use the quick teleportation panel. A small button on the right side of the screen is responsible for teleportation. Although now I recommend teleporting using a pyramid. But, one way or another, the heroes will find themselves in the bedroom, where the girl is taking a bath. The girl, of course, will panic and try to call security, but you will have a chance to convince her not to do this. After this, be sure to take the second pyramid and leave the room through the southern doors.

♦ : If you are playing in cooperative mode, then leave the pyramid to another character, and keep the original for yourself. Thanks to this, it will be possible to teleport to each other at any time.

Now a little more about the stones. So, the first stone was found during the main quest " Murder Mystery"(due to which access to another world was opened). Now it's time to go get the second stone: go to Teliron's hospital, go to east room and resolve the dispute. Any dispute can be resolved in a convenient way: the first method is to cure an old man and his family with the help of a stone; the second way is to cure only young man. In any case, when Evelina uses the second “Star Stone” (2/16), you will receive its energy. As a result, the stone will open access to a room called the “Hall of Heroes.” The rest of the stones can be found during the passage storyline.

(?) - New hero. In the “Hall of Heroes” it will be possible to hire another new hero, but this is your choice, but the cost of hiring will cost from 600 to 1500 gold. In addition, all heroes whom you exclude from your group will go to this place.

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Walkthrough: “Murder Mystery” (Corpse)

It's time to get back to the story mission. In the room where the murder occurred, you will have to open a chest, which has a level 5. If you don’t have master keys or hacking skills of this level, then you can simply stand for a while and break the chest with regular blows. In any case, there will be a letter inside the chest. Be sure to take an inert stone on the floor.

Now go to the Funeral Home, which is located in the northeastern part of the city above the tavern. Inside, go to the room on the left. Take a book at the coffin and be sure to read it. Thanks to the book, you will be able to find out that the corpse of the murdered man was stolen. Go up to the second floor and talk to the undertaker in the southern corner. The undertaker will confirm everything, but you need to verify this incident personally. To do this you will have to go to the cemetery, which is located in the northern part of the city. Jake's key grave is the top one in the northern corner. So dig up the grave of the murdered man. The corpse of an animal will be found inside the coffin, which confirms the theft of the corpse.

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Completing the additional task: “Little Bo Bertia lost her sheep”


The found body of the sheep can be attributed to a girl named Bertia. Bertia is located in the southern part of the central city square. From her you learn that her sheep was stolen and, apparently, killed to replace the corpse. For returning the sheep's body, the heroes will receive 300 XP (experience points).

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Completing the additional task: “Philosopher”


Again, in the cemetery, in the grave on the left side of the crying mother, you can dig up a grave, from which the ghost of Nemris will crawl out. He'll want the Source Seekers to read his life's work, The Philosophy of Death, and answer a few questions. The book can be found in Mayor Sessil's library on the second floor of the same building. Moreover, you will have to answer the questions. If you don’t want to search for a book, then correct sequence The answers look like this: 1 - “No”, 2 - “No”, 3 - “Your salvation.” As a reward, heroes will receive 600 XP, a chest and a new achievement.

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A dog will run around the cemetery nearby and bark constantly. Thanks to the skill of communicating with animals, you will be able to talk to her. The dog, in turn, will tell you that, based on the personal belongings of the suspects, he will be able to tell for sure who really killed Councilor Jake. So you have to find personal items.

(1) . You can steal socks from Captain Areus. (2) . You can steal Esmeralda's panties from the chest on the second floor. (3) . In the mayor's house, in a locked room, you can steal boots from a locker (in the northern part of the house). (4) . In the hospital you can search Evelina's bedside table (upper right corner) and steal her coat.

The collected things can be taken to the dog, who will say that the smell of Jake is only on Evelina’s coat. But since the dog’s words cannot be linked to the case, you will have to look for other evidence. Although it’s not all bad, because the heroes will receive additional experience for the work done.

But don’t rush to leave the cemetery. Note that the dog will now constantly bark at the grave on the right side - the name David will be carved into the grave. Dig up the grave. As a result, a skeleton will appear. Kill the skeleton and get additional experience. In addition, I recommend digging up a grave with a skeleton only after completing tasks with things, because most likely the dog will be killed in a fight with the skeleton.

Finally, dig up the southern graves. Inside one of them there will be a skeleton bomb. The enemy will try to explode near the heroes, so the easiest way to defeat him is with a teleportation spell, thereby moving him as far away from the characters as possible.

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It's time to interview all the suspects. However, the main one is the wife of the murdered man - Esmeralda. So go to Esmeralda's shop, which is located in the southern part of the city. The girl will stand behind the counter, and one of the guards will guard her. Talk to her. During the dialogue, it will be necessary to present specific facts regarding her guilt. Talk about a lover's letter that was found at the murder scene, although she will reject the evidence as evidence and confidently consider herself innocent.

From the store, go up to the second floor straight to living rooms. Among the things you can find Esmeralda's key. After that, go outside and go to the same building, but from the upper northern side - open the doors to the room with the previously found key. There will be a book “The Perfect Murder” on the table at the entrance. There will be a hatch on the floor in the next room - open it. Thanks to the hatch you can go down to the basement.

In the basement, remove the pieces of meat that hang on the wall - this way you will find a hidden button. Now press the button - a secret room will open. There is a bloody knife inside. After the item is found, you can calmly inspect and search the rest of the basement. Be sure to collect the most valuable things. In the basement there will be many types of armor with magical effects, but which you will first have to identify before putting them on.

Now it's time to return to Esmeralda's shop. In the dialogue, show her new evidence: a book and a found knife. In the end, the girl will even find a logical explanation for this. Esmeralda was definitely not involved in the murder. After a thorough interrogation, she recommends taking a closer look at the doctor's assistant named Evelyn. As a reward, heroes will receive 1800 XP (experience points).

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Walkthrough of the task: “Murder Mystery” (Evelyn)

Go to the hospital, which is located in the southern part of the city. If you have been here before, then you probably already noticed a young girl named Evelyn. However, after Esmeralda's interrogation, Evelyn will no longer be there. The doctor, in turn, will not be aware of where the assistant has gone, but knows that her house is located outside the city. In the next room, on the table between the windows, you can examine Evelyn’s abandoned backpack and find the key to her house inside. Inside the hospital, you can try to quietly take the key to open the room in the southern part of the building. Inside there will be a lot of valuable and magical things that will definitely be useful to you.

In any case, exit the hospital through the southern doors. There is a grave in the backyard that will shine from time to time. So, this is a rather insidious trap from the developers: if you start digging a grave, then you will immediately explode.

Evelina's house is located on the left side of the hospital. When you reach the house, find the doors that are located in the southern part of the building. Near the bucket you will find a key. Open the doors and on the right side you will see a chest - inside there is a “Spell for Shelter”. Take Evelyn's diary from the table and read it carefully. Thanks to the diary, the heroes learn about her secret hideout, which is located on the northern beach. In addition, a mark will appear on the map, but the problem is that at the moment it will not be possible to get into the location.

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Completing the additional task: “Elf - Orc Bloody Feud”


In the local mayor's house, go up to the second floor straight to the library. It is worth noting that in the library you can read about ten books with recipes completely free of charge. The orc will, in turn, look after the library.

(?) - New hero. In the library, the heroes will meet a magician of water and air, whose name is Jaan. He will gladly join your squad. Jaan uses the following spells: teleport enemies, ice shot, call rain, lightning strike and healing. Jaan will be a useful acquisition for the entire team, so I recommend taking him along with you.

Either way, go outside. On top platform north of funeral home an old man named Eglandir will sit. And he will ask the heroes for help in one matter, after which he will go to the second floor of the tavern, so you will need to follow him. In his personal room, he will report that he wants to kill the last orc from the enemy tribe, which is the same Victoria. There are three options to choose from for completing the task: 1 - inform the captain of the guard that Eglandir is preparing to commit a crime; 2 - Kill the orc librarian Victoria; 3 - Report the assassination attempt to Victoria, for which you will receive an additional 300 XP. In the third option, you will also receive an amulet that you will need to take to Eglandir, which will allow you to deceive the orc. As a reward for completing the quest, heroes will receive 1800 XP and +1 to leniency.

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: Return to the south coast. There will be a chest on the pier, but the path to it will be blocked by a rope. To pass the rope, you can use Madora's Dash skill. In addition, you can throw a pyramid there for teleportation and, thus, again get over to the other side. Inside the chest there will be useful things.

: In the building where it is located big kitchen, when you enter for the first time, a chicken will run away from the cook. And you have a choice of what to do in this situation: the first is to catch the chicken, the second is to leave it alive. Moreover, if you have the “Animal Friend” ability, you can talk to the chicken after rescuing it.

: Again in the kitchen, but now there is a chest in the dead end below. Inside is a dusty parchment called “The First Sister.” The point is that the parchment is the code to the last chest at the End of Times.

: Having accumulated more gold, you can safely go to the market. The market on the left side of the paintings sells cards with secrets. After purchasing each card on global map unique notes with secrets will appear.

: Before you leave the city, I recommend arming your heroes to the maximum. Things for warriors can be bought in Esmeralda's store. Things for archers can be bought at the central market on the left side of the paintings. Items for thieves are sold in the tavern on the second floor by a girl named Sheriff. Items for air and water magicians can be purchased from the sorceress in the market on the right side. Items for fire and earth mages are sold in the barracks on the second floor near Arhu.

Part - 3: “City Outskirts - West”

When the heroes are pumped up to at least level 3, and there are four characters in the group, then you can safely start making forays outside the city. However, you still need to act as carefully as possible. Every road will be filled with enemies, and every battle with them will be a real test. But victory in many battles, as a rule, can be won by cunning, for example, by detonating barrels of explosives, blocking enemies in narrow passages, using stunning spells and much more.

Location: "Southwest Beach"

You should exit the city through the lower western gate. There will be no enemies nearby - only corpses that were not removed after the siege of the city by orcs. A man can be found at a small boat launch. He will try to find out the purpose of your visit, after which he will evaporate right before your eyes - this is an enemy spy.

A little further on the shore you can meet an orc. The orc will mourn his brother's grave. There are two options for how to act in this situation: first, you can kill the orc, dig up his brother and take away some good armor; secondly, you can show your mercy, leave the orc alone and get a positive change in character. As a reward, the heroes will receive 300 XP (experience points). If you follow a little further, you will come across a mined part of the beach, so you will have to return back to the city.

Location: "Western Forest"

Not far from the exit there will be skeletons: there will be three of them in total, each of them will have level 5. At the beginning of the battle, it will be possible to retreat to the city gates, as a result of which ordinary city soldiers will come to the rescue.

A little further, if you follow the road to the left, you will definitely come across a second group of undead: among them there will be three skeleton archers on the field with a scarecrow and two more skeletons that will emerge from the ground behind the heroes. Archers can be easily blown up if you shoot at the barrels, but it’s best to send Madora to fight the skeleton swordsmen, and then shoot from behind her reliable back. The girl will finish off the skeleton swordsmen pretty quickly.

Ahead there are two dilapidated houses and in each house there will be a “pack” of undead. Because of this, there will be barrels of poison in the houses. Of course, the poison is not dangerous for representatives of the undead, but the poison can be set on fire using spells from the school of fire, as a result of which the skeletons will burn like matches.

In the house to the north there will be a rug on the floor that you can remove to reveal a hatch. Going down, you can find many useful items and a sarcophagus, which cannot be opened unless some hero has a strength level of 9. However, having the required strength indicator, you can manually drag the slab, after which Snorri will appear - the ghost of the once-former strongman Saisila. The ghost offers to pass an interesting test - break the specified ball within the allotted time - 35 seconds. After breaking the ball, the heroes will receive 600 XP (experience points) as a reward. But if you can’t break the ball within the allotted time, then you’ll have to fight the ghost.

We entered the Haunted Forest. A little to the east we see a hollow tree from which gas comes out. Before completing the quest, you cannot go further according to the scenario - the gas is deadly poisonous, after completing the quest - no. We go south, we meet on the bridge the troll Roar arguing with the slave traders, you can pay for passage or kill everyone (For whom the troll scolds). Immediately behind the bridge there are scales; if you put gold on the bowl, a chest with magical items will appear.
We go further south, actually by the will of the developers and there are no options. In front of the Hunter's Wasteland we meet the merchant Hortun (he often sells very good brown things), he warns that the village has been captured by the Immaculate. Right there on the farm (1) we meet Arha and if there is an Animal Friend, we can talk to the cat Jinksika, who will ask you to kill all the rats in the village to save her human friends (Hunting in the Hunter's Wasteland). We create a poisoned cheese (cheese + poison) and throw it into the rat hole, move away, a rat will jump out, eat the cheese and die, after which the rat king will come out and ask you to kill the cat. There are 3 options - kill the cat or the king with different outcomes for the people in the hiding place and kill the Pied Piper - no one likes him :).

A guard stops us in front of the gate to the village - we show the amulet and enter the village (Penetration into the Hunter's Wasteland).
Near the fountain we meet a skeleton choosing a skull for himself, if we tell him that changing the skull is useless - pragmatism +1, if we support spirituality in the choice +1 (To be or not to be).
Near Glen's house you can overhear an orc and a highlander falling in love (3) (it's just impossible without homosexuality?). There are 3 options: we say that we heard them and agree to keep compassion +1 secret, we promise to hand them over and kill them when they attack, heartlessness +1, and finally the third option is to simply go and hand over to Grutilda (Star-Shaded Love).
Bartender Herschel complains that he is running out of whiskey for the orcs, we agree to help. We collect a bag of barley on the farm (1), grind it at the mill using a millstone (2), add a bucket of water (the well near the mill) and in the basement of Glen's house we distill the malt into still. We go to the End of Times and ask Zixzax to age the alcohol. We give the whiskey to Hershel, he gave it to the orcs (The Moisture of My Heart).

Lieutenant Gural lost the key to the armory. The bartender admits that he found the key and hid it in the basement of the tavern. The key can be given to Gural or Grutilda, who will execute him (Armory Key). The more orcs die, the easier it will be for you.

Highlander Jarl asks to talk to him, let's go to him, he gives us the task of finding the bloodworms that have disappeared from the warehouse (let's postpone execution for now). Leonard told us about the prisoners in the torture chamber who may know about the hidden fugitives.
We go down to the basement and talk to the prisoners in the cell, we learn about Nolan, who is being tortured. We ask the orc and the goblin to allow you to practice torture, you are offered to first pass an oral exam (the answers are in the torture manual on the table): a wreath of roses - troll pus - nose - 3 minutes. You are left alone with Nolan, he agrees to tell everything after his release. We kill all the guards, in the outer chamber we open the passage behind the cabinet (the button to the right of the cabinet on the wall). We clear the secret passage from enemies and free the prisoners. After we inform Nolan that the way is clear, at the beginning of the secret passage he will tell where and how to look for the fugitives.

We go to the wizard’s house (7) and in one of the hives (6) we take the key to the hatch with the fugitives. In the beds, near the pumpkins, we dig up a chest with the Fourth Sister scroll (5). We go to the hidden hatch, break the fake stone and go down to the secret shelter. In the shelter, people will talk to you if you have Icarus' ring (if you don't have it at the End of Times, talk to Icarus and receive the quest Following the Wizard), the servants tell you that the wizard went to the Temple of the Source. The servants ask you to help them escape from the wasteland through a portal - to do this you need to disable the protective security in the house.

We enter the house on the 1st floor following the mirror. Traps are triggered here, but they don’t hit hard, it’s best to separate the group and arrange them so that fireballs don’t hit them, and run with one hero. Near the fireplace we find a note describing how to enter the basement (read it by standing between the mirror and the table). In the basement we find a chest and ingredients. Room closed with a cabinet opens with a button to the right of the cabinet.

We go up to the 2nd floor and light 4 candelabra in the room with the chest. We move along the mirror to next room in which we press the lever and take the book Titan Dictionary. We turn off all the traps using the main switch for the defense systems in the bedroom. To the right of the portal in the box we take the amulet of ghostly protection (now we can go through the poison). We return to the fugitives and inform them that the path is clear; as a reward, they tell us the password to the chest near the candelabra. We're leaving home.

You can now continue completing the quest War for the Stones. There are bloody tracks leading from the warehouse premises, follow the tracks to the hatch and closed gate, which open with 3 levers: 1 near the grate opposite the gate and 2 in the niches to the right and left of the stairs between the statues. We enter the Knight's Tomb (8), thanks to the titans' dictionary, we can agree and not fight with the guards who hit with elemental blows of about 10,000 (if you have a resistance of more than 100, then you are invulnerable to them, the resistance is easy to disperse in this game, see). On the 2nd floor there is a field of traps where you need to follow the footsteps of orcs, which can be seen with high perception, or play warm-cold, you should follow the warmth. No amount of resistance helps if you go the wrong way, chests should only be touched if you can put them back, they cover gas traps. Having gone through the entire field, we find the corpse of the immaculate Garrick with a note and an orc horn, as well as two people looking for imps, we can tell where they are righteousness +1, if we misdirect the renegade +1 (Coming of the overseers). We take the star stone from the sarcophagus. We return to the Hunter's Wasteland.

We give the Jarl the horn found in the Knight's Tomb (end of the War for the Stones), and help the highlanders in the battle with the orcs; it is quite possible that if you catch one of the highlanders, you will have to kill them too. We plunder Grutilda's cellar (opened by a candlestick on the fireplace) and kill the orc on the 2nd floor of the tavern. We're leaving for .

"Divinity - Original Sin" is a computer turn-based isometric role-playing game with the ability co-op playthrough main storyline, prequel "Divine Divinity. Birth of a Legend."

The developer and publisher is the Belgian company Larian Studios; funds for the project were raised through the Kickstarter website. The release took place on June 30, 2014 for Microsoft Windows.


Once upon a time, the Guardians healed the sick and wounded with the help of a force called the “Source”. Over time, the source was corrupted and the guardians were consumed by madness and now use the power to plunge Rivellon into chaos. Several Seekers set out in search of the Source in order to protect the world from the impending darkness at all costs.

Hunting limit Who is the troll calling for? On the bridge, not far from the teleport in the west of the Haunted Forest, there is troll A rumble (1 on the map) that prevents slave traders from crossing the bridge. The dispute may escalate into a battle and the Seekers will have to destroy everyone (the slaves will run away). However, if you pay the troll, you can get


Amulet of the Enlightened One

from grateful slave traders (it is necessary to get to the Hunter's Reach). Infiltrate the Hunter's Reach in the guise of a cat (on the map - 2). The magician talks about the events that happened in the village. An army of Orcs and Highlanders, on the orders of Leandra (or Pythia), destroyed all the villagers in order to turn them into dead slaves and force them to mine tenebria in the mines of Luculla. We move to the gate to the village (3 on the map) and talk with the guards, if you show amulet of the Enlightened One , then the mountaineers will let the Source Seekers into Hunter's Reach


. If there is no amulet, it is possible to influence the guards, and, finally, you can simply kill the highlanders near the gate (a key will fall from the body of one of the guards).

Unhappy lovers Near Glen's house there are the highlander Olfrig and the orc Ulor (4 on the map), who in love


into each other. We talk with the couple, there are several options for the development of this situation, the Seekers of the Source can take an oath to keep the secret of the orc and the highlander (in turn, it is necessary to inform Grutilda about what they heard), then the main characters can declare their intentions to convey this information to Grutilda (then they will have to kill the lovers).


To be or not to be Near the central fountain there is Michaelis

, the revived skeleton will ask for advice on whether he should change the skulls (in search of the soul, Michaelis tries to find it in one of the skulls). You can convince the skeleton to stop searching, but the Seekers may advise changing the skull again (in this case, the skeleton will receive the soul of the mer of the Hunter's Reach).

Source Seeker's Revenge Once the main characters get to the Haunted Forest, Madora will tell her story. She was once responsible for guarding the Hunter's Reach and failed to prepare for an attack by orcs on the village. As a result, all civilians were slaughtered, and Madora received a scar on her face. We move to the local orc tavern (5 on the map), on the second floor of the building there is


Minok

, after defeating which, the task will be completed. Armory Key Inside Glen's house you can find the highlander Fredal (4 on the map), who asks you to find the lost orc Gurol key from weapon room. We move to the tavern and talk with


bartender . We influence him and get information, the key is in the basement of the tavern. There will be a trap near the chest; if you ask the bartender about it, the conversation can lead to a fight. Seekers of the Source can return the found key to the orc Gurol or give it to torch on the fireplace).


Cleanse my heart

Heschel, a bartender from the tavern, talks about how the supplies whiskey are almost over and now the main characters have to create this alcoholic drink. We move to Glen's house and pick up the book in the basement "The Art of Whiskey".


We collect according to the recipe barley in the local fields near the scarecrow (the village before the entrance to the Hunting Range, on the map - 2). Next, let's move to mill(on the map - 6) and get a bag of grain, take a bucket and collecting water from the well.


We combine a bucket of water and a bag of ground barley, we get wort. We go down to the basement of the tavern, using a distiller we make alcohol. We are transported to the Hidden Dimension, ask the imp to age the drink and get whiskey 30 year old. We return to the tavern and complete the task.


The Jarl reveals that the Immaculates are actively trying to locate the magician Icarus spoke of. In addition, the Jarl says that some villagers hid in a secret shelter; prisoners in the torture chamber may know about their whereabouts. Let's go down to basement


warehouse of people and talk with the orc Lorr, who is engaged in torturing witnesses. You can try to influence him, or arrange a small competition in the form of oral testing. Answers: question one - a wreath of roses, question two - troll pus, question three - a nose, question four - less than 30 seconds. Next, the Source Seekers can kill the prisoner Nolan or let him go. In the latter case, the prisoner talks about secret exit from prison. The entrance, which is located in the back room ( button


on the wall). Before the main characters leave the prison, they have to engage in battle with the guards and free the remaining prisoners. The underground passage is invaded by large poisonous mushrooms


, which the main characters have to defeat (they restore health from all elements, but have no protection against physical damage). After clearing the area, we return to Nolan and inform him that he should be free. Nolan points out location secret entrance (a corresponding mark will appear on the map) in the shelter of the surviving villagers (a huge boulder near the ruined house). Also, a former prisoner reports that the key to the hiding place is in hive torch on the fireplace behind the wizard's house. In addition, one of the prisoners talks about a hiding place in Grutilda’s office (in order to get inside, you need to activate ). We leave the village through the southern passage and find Armory Key from a secret shelter inside one of them (8 on the map).


We return to , then the mountaineers will let the Source Seekers into, we move towards the looted house and open the passage to the secret shelter ( big boulder, to the left of the house). We destroy the boulder and go down.


We talk with the surviving servants of the wizard and present Icarus ring. After which, the survivors convey a message Zandalore: he went to the Source Temple, the main characters must go to the magician's house to get amulet for safe passage into the forest. Once in the forest, the Seekers must find Forest Spirit who will give rune to enter the Source Temple (Task Follow the magician). With the help of magic mirrors We are transported to the magician’s house (Zandalor’s assistants give the main characters the portal rune). Once the Source Seekers pass through the mirror, they will find themselves on a large pressure plate, upon stepping off which the main characters will activate trap


and the whole hall will be filled with lava. To avoid this, we take one of the heroes, leaving three standing on the plate, and go upstairs.


The second floor of the house is mined, the mines can be detonated or, using a special tool, deactivated. We move into the open room and light all the candlesticks. Through the mirror we get into the next room and use the lever to turn it off barriers in the house. We move to the room with the teleport and turn off everything traps in the house (we also raise basement key And amulet of phantom protection


in a box on the table).


We return to the hidden basement through the magic mirror and inform the family of the magician's servants that the path has been cleared (the head of the family reports the password to the locked chest on the second floor of the house of Zandalore - Icarus).

War of the Stones The Jarl of the Highlanders tells the Source Seekers about the disappearance of several bloody stones from the warehouse, the warehouse guard also disappeared, and now the main characters have to find the stones. Near the mountaineer warehouse next to the cart, if you have perception, you can find


bloody trails , which lead to the Haunted Forest. On our way we meet


orc patrol (on the map - 9), they can be influenced to avoid an armed conflict. If unsuccessful, we destroy the orcs and find ourselves at the large iron gate (10 on the map). Activate three levers.




(the first one is near the grate, the second one can be found next to the left statue and the last lever is near the right statue) and we find ourselves in knight's grave We move along the central corridor and meet sentry it could be found in the magician's house). If the Seekers of the Source fail to influence it, they will have to defeat four large titans in battle (they have enormous damage and a large supply of health, but are very slow).


We go up the stairs to next room need to move exactly in the wake of the orc, in turn, in order to detect traces, one of your charges must have developed perception, however, if the main characters do not have these abilities, you can summon a wolf or use perception rings (then, using a teleportation pyramid, you can transfer the rest of the squad members).


In the tomb we find star stone, we lift a man from a corpse broken horn and not sent letter(the blood stones were stolen on the orders of Grutilda).


We return to the Hunter's Reach and head to the Jarl of the highlanders, handing over the broken horn to him as proof of the orcs' involvement in the theft of bloody stones. As a result, a major armed conflict occurs collision


between the orcs and the mountaineers, in which the Seekers of the Source are forced to take part on the side of the latter. After destroying all the orcs in the Hunter's Reach, we talk with the highlander and complete the task.

The watch is on Near the knight's tomb we meet two Watchmen , who are looking for red imps. Source Seekers can mislead guards into Saisil . In this case, you need to go to the Hidden Dimension and talk to the imp Satan near the portal in the north of the location, then go to the South Beach of Cysila and find the Marines near drunken legionnaires


. Another option is to report the Hidden Dimension.

Keywords: divinity - original sin heart, whiskey, hunting, knight's grave, titans, nolan, torture, passage, magician's house, war of the stones, titans, watch is on

Introduction
⇒ Inert stone further known as Star Stone.
⇒ Opening rooms at the end of time depends on finding Star Stones and Bloodstones.
⇒ There are 11 rooms in total (and one inactive).
⇒ Rooms provide some bonuses (described below).

⇒ Bloodstone is used to obtain a Star Stone, fully restore health and remove all negative effects from the entire party.
All (16/16) Star Stones (Bloodstones):
⇒ Star stone. Cysil - Telirion Hospital. After talking with Evelyn and helping one of the 2 patients (or from her corpse).
⇒ Bloody. Cysil - Black Bay, in a chest on the ship, after killing Pontius the Pirate.
⇒ Bloody. Saisila Church. After killing Brakk, in the chest.
⇒ Bloody. Near the "Road to Silverglen" teleport, on the ground.
⇒ Star stone. Silverglen, north. Cave with trials for the virgins.
⇒ Bloody. Silverglen, basement of the Chapel of the Immaculates.
⇒ Bloody. Silverglen, basement of the Chapel of the Immaculates (second).
⇒ Star stone. Hiberheim - Treasury of Boreas.
⇒ Bloody. Hiberheim prison. Drops out after destroying the "iron maiden".
⇒ Bloody. Silverglen, north. In the secret dungeon of Maradino. In the secret room on the table.
⇒ Bloody. Forest of Luculla, goblin village. Drops out after destroying the totem in the center of the village.
⇒ Star stone. Forest of Luculla - Cathedral of the Immaculates. Near the altar.
⇒ Star stone. Haunted Forest - Knight's Tomb. In the sarcophagus at the end of the location.
⇒ Bloody. Haunted Forest - Temple of the Dead. In the eye socket of the statue above Cassandra's grave.
⇒ Star stone. Temple of the source, near the broken mirror.

First entry into the End Times

After finding the first stone you will find yourself in the End Times.

Bonus:
⇒ You will be able to teleport from anywhere to teleports scattered around the world.

Hall of Heroes

After finding 2 stones, the Hall of Heroes will open.

The following bonuses will be available to you in the Hall of Heroes:
⇒ All found satellites and mercenaries will be located here.
⇒ You can hire a variety of mercenaries for a small fee from John.

Total number of satellites in the game:
Four, with their own line of quests, opinions on various occasions and so on (all of them are lvl 3):
⇒ Madora is a warrior with a two-handed sword. Walks around the 1st floor of the King Crab tavern.
⇒ Jaan is a magician of water and air. On the 2nd floor of the library in the mayor's house.
⇒ Wolfgan is a robber with theft and burglary. In the well/cave under Saysil.
⇒ Bairdottir is an archer with knowledge of legends. Sits in a cage not far from Captain Aurelius' building.

Inner Hall

After finding 3 stones, the Inner Palace will open.

Bonuses:
⇒ Allows you to change the appearance of the main characters, gender, etc.
⇒ Allows you to send things to your personal chest (RMB - send to the monastery). Each hero has his own chest.

Hall of Flame, Hall of Wind, Hall of Stone, Hall of Ice

After finding 4 stones, you can choose one of the halls to choose from:
⇒ Hall of Flame: powerful fire and warrior spells.
⇒ Hall of Wind: powerful wind and thief spells.
⇒ Hall of Stone: powerful earth and witchcraft spells.
⇒ Hall of Ice: powerful water and archer spells.

After finding the 6th, 8th, 11th stone, you can choose another hall with an element.

Hall of Secrets

After finding the 5th stone, the Hall of Secrets will open.

Bonuses:
⇒ Opportunity to buy treasure maps when found, which should provide good loot.
⇒ Due to a bug(?), it does not sell stat books after lvl 11 (book prices are around 7k).

Hall of Darkness

After finding the 7th stone, the Hall of Darkness will open.

In it, the demon Moloch will offer the following bonuses:
⇒ Raise your reputation for one stat point.
⇒ Exchange 3 ability points for 1 characteristic point (there is an error in the game, it says 1k1).
⇒ Exchange talent for one ability point (bug?).
⇒ Reset all character upgrades for a small amount. You will have to look for the spells again!

Important! For example: if you changed all abilities to characteristics, then when you reset, the abilities will not return, but the characteristics will return, etc.

Armory

After finding the 9th stone, the Armory will open.

Bonuses:
⇒ Furnace, anvil, whetstone for the Blacksmith skill.
⇒ 3 sealed chests with a magic lock (can only be opened with a rare “magic master key” scroll). They have very good loot.

Merchant's Shop

After finding the 10th stone, the Merchant's Shop will open.

Bonuses:
⇒ Trader with good goods.

As far as we know: like all merchants, it is updated every hour or after reaching a new lvl.

After finding the 12th stone, the Chapel will open.

Bonuses:
⇒ The Altar of Offerings sells bottles with 90% resistance to poison or various elements.

.
3. City outskirts (west).
4. City outskirts (north).
5. City outskirts (western beach).
6. City outskirts (east).
7. Forests of Luculla. Hiberheim.
8. Cult of the Immaculate.
9. Haunted Forest.
.

  • Recipes :
    Armor, Weapons, Useful Items, Magic,
    Scrolls, Potions, Food, Special Recipes.
  • 6. City outskirts (east)

    Quest selection menu in the Eastern environs:

    Eastern suburbs
    Divinity: Original Sin


    We leave the city through the eastern gate.

    We go down, we see a lake with acid, which is constantly filled with streams of acid from statues of crocodiles. We explode the acid with fire magic, cause rain, quickly run to the right until the area is filled with acid again. On the other bank, on the round platform below, we find Armory Key, open the doors.

    There is a teleporter ahead (+840 XP). We rise higher. On the right bottom corner there is a patch of fresh soil where you can dig up a secret chest. We pass to the Withered Gardens area. There is a locked house on the left. To get inside, you need to either knock down the door, or go back and enter the house on the left side.

    House with traps
    Divinity: Original Sin


    It is best to launch one group member with the highest “Perception” and a pumped-up “Connoisseur” skill into a house with traps. We destroy the mines from afar; to turn off the electric and acid clouds, we throw unnecessary objects onto the buttons in the center.

    We go into the lower rooms, there is not ordinary fire spilled there, but lava, it cannot be removed. Here you need to use any jump spell: for an archer it is “Tactical Retreat”, for an airbender it is “Teleportation” (ordinary teleportation always drops a person upside down, this will spoil the attitude towards the one who teleported, so we use this as a last resort). In the second room with lava we find Armory Key, open the bottom door of the house.

    In the blacksmith room below, press the lever to turn off the fireballs, on the right we find Garden door key, open the nearest door.

    Withered gardens
    Walkthrough of Divinity: Original Sin

    In the right corner we see a puddle of lava, in this puddle lies Western Royal Chest Key. How to get it? There is a push button in the center of the lava, but it doesn't work. The heroes have the “Telekinesis” skill, for moving objects with the power of thought, but it is not clear how to use it. In air magic there is a spell to move objects, but he is level 10. We need to come back here later.

    We go up through the gardens. In front of the grate there will be a small battle with three skeletons.



    Boss: Daiderik, Bone Baron(level 7)

    We climb the northern hill, we meet the skeleton of Daiderik, he is the commander of the army of King Braccus. Daiderik sits on the throne with Lady Anna. Nearby there are skeleton magicians and skeleton archers, as well as a menstrel - a military musician who can cause fear in our heroes.

    All skeletons are easily destroyed by physical attacks and fire magic.

    After victory we get several rare things. At the eastern tomb lies Eastern Royal Chest Key. We return to the city to Arch, the quest “Skeleton of the Summoner King” is completed.

    Eastern forest
    Walkthrough of the game Divinity

    From the eastern gate we go right along the main road. Before entering the forest we meet the shepherd Vargo. In the forest itself, a pack of 6 level 7 wolves is waiting for us. The pack is led by the Old Black Wolf.

    After the victory, we follow the path down and find a teleport (+1080 XP).

    On the right, near the bridge, is a group of 6 skeletons.


    Abandoned undertaker's hut

    In the right half of the forest we find a hut. (The key to the hut is in the next location, but we can break in by simply smashing the door with blows). Inside is a trap with water and electricity. Throw an object on the button in front to turn it off. Among other items we find a note “ The letter is addressed to Teliron"(doctor in the city). In the letter, a certain Conduit sends a new student (Evelyn) to Teliron. This means Teliron also works for the keepers of the source.

    (We can return to the city and interrogate Teliron, but he will make excuses, there is no direct evidence against him).

    Magic well

    We go north from the forest and come out into a clearing. There is a road blocked up ahead, and to the left of the blockage there is a talking well, Walter the Well-wisher. The well lost his brother - another well, he was teleported to northern country Hiberheim. The well can teleport us to it.

    In Heberheim we communicate with another well named William McWishingwell. Take it from the chest nearby Royal Guard mascot. The well is located on the balcony of the castle, and all the doors of the castle are closed. We need to go from the other side of the castle to open the way. But for now nothing can be done here, let's teleport back.

    Cemetery
    Divinity: Original Sin Guide


    From the well we go up, we see scorched earth ahead, where fiery skeletons roam. We are avoiding this place for now. We go up to the right to the cemetery near the church.

    All graves can be excavated. Only some contain traps, the rest contain bones, useful items or chests.

    There are two crypts on the right side of the wall. Having high performance“Perception”, we can see a hiding place in the ground, we dig it up, we find it book about werewolves. We receive the quest “The Legend of the Werewolf”.

    In the northern part of the cemetery we meet the character Mad Gravedigger. He summons several dozen suicide skeletons with bombs. If we don’t have time to shoot the suicide bombers from afar, then we need to save at least a couple of characters from the explosion in order to survive. The archer can quickly jump to the side. After this, with the remaining heroes we finish off the gravedigger, who has a fire shield and 280 health.


    At the top there is a bridge that leads to the fiery fields. The bridge is guarded by a large zombie troll. We wait until the troll moves away, at which time we set fire to the acid 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 (+1800 XP).


    Quest: Preacher of Earthly Delights

    Let's go right behind the church. Ghosts are wandering in the right corner; we approach them and find out that they are dead sailors from Desdemona’s ship. One of the ghosts refuses to go to the Echo Hall paradise. He also mentions the ship's cat.

    There is a portal nearby (+1080 XP). A good reason to return to the city. We return, go to the tavern, ask the cat about the ghost of Ebenzer. The cat says that Ebenzer is a terrible sinner and he should go to hell. (After this, you need to return to the cemetery and fight the ghosts to put them to rest).

    Fields of fire
    Divinity: Original Sin Tips

    We leave clearing the church for later, but for now we are preparing to visit the Fields of Fire. There is one type of enemy in the fields - fiery skeletons. They restore their health from any fire attack, and take double damage from water magic. Therefore, let's remove all weapons that give fire damage, put on things with a water attack and resistance to fire. You can even kick out one team member for a while and take a water mage in his place. Air magic can also be used. But earth magic releases poison, which can then be set on fire, so it’s better not to use it either.

    We teleport back to the cemetery, go west to the fields. We call for rain to extinguish the fiery earth. Be careful, in addition to ordinary fire, there is lava here, which cannot be extinguished, and contact with it kills instantly. We need to clear 4 groups of 4-6 skeletons. In battle we constantly cause rain, it weakens fire creatures. We attack with ice projectiles.

    In the left top corner we find a group of dead cult followers, next to them lies Bloodstone (4/16). Even higher is the “Road to Silvergate” teleport.



    Boss: Fire Twins(level 9)

    On a high mountain in the center of the fields we meet a large monster surrounded by 3 skeletons. Behind the boss is a Burnt Bone Idol that can revive Fire Skeletons every few turns.

    Here we have a serious tactical task ahead of us: we need half of the heroes to detain the enemies, and the other half to quickly sneak behind enemy lines and destroy the totem. The archer can jump over enemies with Tactical Retreat, and the water mage can summon an ice elemental right in the rear.

    After destroying the totem, we can easily deal with the boss himself.

    Church

    We continue clearing the cemetery around the church. In the southern part we meet a group of skeletons, among which there are well-armored knights. There is a secret chest in this area.

    At the entrance to the church, stone statues refuse to let us through. The statues need to show loyalty to their goddess. (Perhaps if you have a necromancer in the group, you can come to an agreement). We enter the battle, 4 statues of the 8th level jump out. The statues move very slowly, we take advantage of this. We squeeze ourselves into one of the corners, teleport the nearest statues to the far corner, and cast spells at them from afar. Be careful, among the ordinary granite ones there is one obsidian statue, which is almost not affected by magic; we destroy it with weapons in close combat.

    For victory, among other things, we receive a unique Stone Sword. An excellent weapon with high damage and a 100% chance of turning an enemy to stone, but if you look closely, this thing cannot be repaired, and its durability is only 1/1.



    Desecrated Church

    Inside the church we meet followers of the cult. The main one goes into an underground hatch, the rest of the young cultists enter the battle.

    After the victory, we select the key and open the side doors. In the hall we find four paintings, click behind them 4 buttons: two - on the side walls, two - in the left and right wings of the building. This will open underground hatch under the central sarcophagus.

    Secret. In the church in the left wing in the left corner, using perception, we find a small hatch. Through this hatch we go out onto the street to the left of the church, there are several boxes and a chest with rare things. Among the things there is a unique Buffalo amulet.


    Ancient Tomb

    There is a new obstacle in the basement - a magical barrier. To open the barrier, you need to place the hexagonal Immaculate amulet (we found it in Evelyn’s lair) on the nearby pedestal.

    Outside the gate we see the dying healer Taliron and Zombie Jake. Here it turns out that Evelyn, and Taliron, and Councilor Jake - they all served the sorceress Pythia (they called her the Seer), and tried to kill the White Witch. One of the conspiracies has been uncovered. We learn that Teliron revived the powerful King Braccus because he wanted to learn necromancy to resurrect his wife. We can acquit Taliron or condemn him.



    Boss: King Brakk(level 9)

    Behind next doors We meet Brakk himself. He calls himself help of three his assistants - previous bosses: Vurdulak from the lighthouse, Deiderik's skeleton, Fire Twin. We gradually destroy the small bosses, and stun Barkkus with everyone possible ways. Brakk, like the Fire Twins, restores his health from fire, and also attacks with fire. Therefore, we often use rain and water magic.

    After the victory we take King Brakk's private key, open the chests in the room. We find Bloodstone (5/16). The chest with the purple glowing lock can only be opened using the Magic Lockpick spell scroll. (We can come back here later when we find such a scroll).

    We return to the city, report to Captain Areus, we get +13500 XP, we say the same to Arch, we get +4200 XP. The quest "Scourge of the Undead" is completed.

    The end of times
    Divinity. The end of time

    We activate the Bloody Stone found in the north of the fiery fields and the stone found at Brakk. We teleport to the “End of Times”, the imp tells us the history of the world (we watch a short story cutscene about the goddess Astrata). The multi-armed statue offers to open one of the elemental teleports to choose from. Behind the teleport we meet a merchant who will sell the most powerful spells of the selected magic.


    Having completed all the business in Cysil, we teleport to the “Road to Silverglen” point. We go north, move on to the next settlement.

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