Divinity original sin 2 whether to kill Alexander. Divinity: Original Sin

Revenge is a side quest in Divinity: Original Sin 2. Gareth went ashore on the Nameless Isle, stating that he was going to scout the road. Something is wrong here.

Walkthrough

At the top of the elven temple, Gareth is in a confrontation with Bishop Alexandar. Several scenarios may occur depending on your choice.

If you didn't convince Gareth to abandon his revenge plans in The Buried Past, you won't be able to succeed on the speech checks during the confrontation with Aleksandar.

If you successfully convince Gareth to retreat, he will return to the Lady Vengeance and wait for you there. You will receive 70225 XP and the quest will end.

If you decide to protect Alexandar from Gareth, or decide to just walk away and do nothing, then Gareth will attack you. Kill him for 40125 XP and the quest will end.

If you choose to attack Alexandar with Gareth, then Delorus (if he survived Fort Joy and you brought him here earlier) will try to convince you not to attack the bishop. You will have to fight Alexandar, his guards and Delorus.

After killing all the enemies, Gareth will talk to you and reward you with the choice of a divine quality item. Mission completed.

Don't eat Aleksandar's head with an elf if you want to complete the White Faced quest (by eating the head you can learn how to enter the Council of Seven, but there is a better way to do it).

Use "Spiritism" and talk to the spirit of Alexandar. With sufficient persuasion skill, Aleksandar will tell you how to get into the Council of Seven. You will earn 80300 XP for learning how to get into the Council this way.

If you plan to side with the Black Circle, then you will have to kill Aleksandar anyway. In addition, you will earn the most experience and rewards by killing him.

If you plan to side with the Magisters, then you need to save Aleksandar's life and fulfill his request to kill the White Face. However, keep in mind that he will turn against you later in the Arena of the Chosen One.

Job Structure

Gareth stepped ashore on the Nameless Isle, declaring that he was going to scout the way. Something is wrong here.

We witnessed a clash between Gareth and Aleksandar at the elven temple. Gareth wants to kill Alexandar.

Side with Gareth/Alexandar:

  • We have decided to side with Gareth in his fight against Aleksandar.
  • We decided that Gareth's actions were not justified and decided to help Alexandar instead.

Gareth stays/leaves.

“Everything happened the way I expected. Just a drop of the magic of the Source... And, like flies to honey, monsters flocked. The rabble panicked and the massacre began. The masters pointed their fingers at me. As I planned. They put a collar and shackles on me and sent me to Fort Joy. I have come here to kill the awakened ones. But instead, I became part of their story."

Part - 1: Prologue / Fresh Breeze

Divinity: Original Sin 2 Walkthrough

After the character editor, the newly created hero or heroine will be on the ship. Go to Magister Siven, looking at a variety of items along the way. The girl will tell a story about who you were once an extremely dangerous magician, but now you pose no threat to anyone, because a special magic collar hangs around your neck.

As soon as the dialogue ends, open the doors and go into the corridor: on the side you can see two more masters and a pool of blood in the next cabin. Go inside and talk to Master Waters: she will ask you to help find the culprit of all this horror. Exit the cabin now - the opposite door will be locked. Go to the main room further down the center.

In the large lower deck of the ship, you will stumble upon a bunch of masters and other different characters who are also wearing magic collars, and some of these characters will become your faithful allies and companions in the future, so I recommend getting to know everyone.

Near the door on the right side will be Master Victar and a friend named Ifan ben Mezd. The bottom line is that the master will accuse Ifan of murder. Ridiculous suspicions can be refuted. A locked door will be located nearby, and if you hold down the “Alt” key, then you will find a key near the bed, after which the door can be opened with this key, but the next door cannot be opened.

Go to the doors on the left side - Master Pady will be standing here. After talking to him, he will let you inside. Inside, a scene will begin in which a strange woman named Vindego and several masters will take part (moreover, if you play as an elf or undead in the form of an elf, then you could eat the flesh at the crime scene, after which a vision would appear that indicated again this strange woman). In any case, the outcome of the conversation will in any case be the same: Windego breaks off the collar, creates an explosion, after which the masters die, and the character loses consciousness.

As soon as the character comes to his senses, it will be possible to quickly search all the chests and boxes nearby. If you return back to the large room, then you will find how all the satellites on the lower deck are unconscious and their attempts to rise will be futile.

In any case, in the room where the explosion occurred, there is a staircase that leads up. On the right side is a cabin, inside of which the Magisters' dog will stand. If you chose the Animal Friend talent when creating your character, then you can talk to the dog or kill it if you wish. Nearby in the same cabin is another door, but it will be locked. The door in the next cabin, which again leads to the same room, is also locked. Therefore, go further into the large room.

In the center is a locked door with a skull on it. The key to the doors is nearby - on the right side on the body of the murdered Master Priest Mevin. The path to the corpse will be blocked by fire, but it can be easily put out if you shoot a barrel of water. An undead Fein elf will sit nearby in a dead end (provided that you yourself are not playing as the undead Fein). In any case, if during the dialogue with him you choose the second option, then you will get +2 to the relationship. Use the key to open the doors, but behind the door there will be the territory of the "Fog of Death", so it is deadly to enter there (if you are not playing as an undead character). In any case, go up the side stairs.

On the deck of the ship, you will have to fight with several fairly large insects called the Vile Fiend. But nothing too complicated - just training tactical battles. On the other side of the board there will be a lifeboat with an escaped prisoner. The character during the dialogue offers to save the rest of the prisoners and I recommend that you agree to do this, so go back downstairs.

Now, upon arrival on the lower floor, it will turn out that all the characters have come to their senses and are independently fighting hostile insects, thereby clearly demonstrating their combat capabilities. After a short sweep, return with them back to the boat to escape from the sinking ship. As a result, the character during the rescue lags behind the group, remains on the ship and is saved only thanks to the wreckage (if you refuse to go down to rescue the other characters, then everything will happen quite the opposite: you are saved on the boat, and the rest of the characters are saved thanks to the wreckage).

Part - 2: Fort "Joy"


How to pass Divinity: Original Sin 2

"Coast"

Part - 3: Awakened

Divinity: Original Sin 2 Full Walkthrough

"Ship Lady Vengeance"

(?) Quest: Lady of the Seas

There will be many dead characters on the ship after the assault. First of all, talk to Gareth and Ailment, from whom you will learn that the ship is actually alive, because it is built from a special and unique tree, so in order to set sail, you will first have to agree with the ship.

Location: Upper deck. Get down now into the hold. Despite the fact that the satellites have gone about their business, they can still be brought together if you walk through all the decks. On this deck you will find only half, so go down below.

Location: Lower deck. There is a cage on the bow of the ship, and inside there is a crippled but alive Bishop Alexander. In the center of this floor is a magic mirror, where you can change the appearance of your character if you wish. There are special doors on the back of the ship that you can talk to. But before you open the doors, look for "", which will contain an important password for further passage - "". However, that's not all: ask to go inside the cell to Alexander to examine the body and take another important item in clothes - "". And only after that you return back to the magic doors to use the found password and stone.

Location: Dallis Cabin. In a locked cabin, the heroes will stumble upon a craftsman named Tarkin. He will tell the story of how he became a prisoner of the witch Dallis. He can be trusted and thus kept alive. In addition, it will be possible to buy many useful items from him, so take this into account. In any case, after the conversation, inspect the bed - on the right side of it is a pressure plate. After clicking on the stove, one of the cabinets will move (you will immediately notice which one). Then choose another hero and click on the plate, which is already located behind the departed cabinet. As a result, a secret room with valuable treasures will open.

On a large table right next to Tarkin will be "". Be sure to take the pyramid to use it and thereby move to the secret room. However, after the teleportation, you will have to fight with two geists who have the 8th level. After winning, take "".

Now you can safely go back upstairs and activate the living dragon sculpture on the bow of the ship, thanks to the song from the book (which was found earlier). As a result, the ship will obey your hero and you can then talk to Ailment, who will tell you that you need to go to Driftwood to meet with Maester Siva.

"Open sea"

On the way, another ship will attack your ship and it will turn out that this is the ship of the very witch Dallis. However, in addition to this, there will be an unknown and mysterious person in a raincoat. Enemy leaders will not take part in battles, but will provide all kinds of help with spells. Geists (2), masters (3) and bloodhounds (2) will act against your team. Of course, the forces will be unequal, so it will not be possible to defeat them, but the main task is not to defeat them, but only to protect the Ailment for five moves until she conjures a large-scale spell.

Geists will be the most dangerous: they will cause serious physical damage and can teleport straight to Ailment. Therefore, I recommend that you hurry up and remove either magical or physical armor as soon as possible, and then apply some kind of slowing spells: hitting the ground, throwing a stone, freezing, mutilating, sleeping, or a stunning arrow. As for the masters, they can also quickly move straight to the Ailment, but they can only do this once, so after that it will be possible to teleport them or the Ailment to some other safer place. In the end, constantly use some healing spells on Ailment, stone skin (if any) and magical protection (again, if you have such in your arsenal). All this will allow you to hold out all five moves until the key moment.

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The note: If during the battle you do not kill any enemy, then you will receive an achievement. If on an easy difficulty level you manage to kill absolutely all the attackers, then again you will receive an achievement, but this time it will be different.

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(?) Quest: "To the Halls of Echoes"

This time you appear in outline. All the patron gods will be represented in them, but they will be tied and hung on the tree of the void. There are seven gods in total: "Zorl-Stissa" - the God of the lizards, "Tir-Cendelius" - the God of the elves, "Dune" - the God of the gnomes, "Vrogir" - the God of the orcs, "Zantezza" - the Goddess of demons, "Amadia" - the Goddess of wizards , "Ralik" - God of people. After getting acquainted with the gods, collect the magic of the source, approach your race and impose on the deity "". After these actions, the chosen God will tell that they are rapidly swallowed up by emptiness and the heroes need to hurry up to save them.

As soon as your character regains consciousness, the Ailment spell transfers the entire ship to another world. Get down to the lower deck and talk to the sorceress, then return to the real world and swim to the specified destination.

Part - 4: Mastering the power of the Source

Divinity Original Sin 2 Walkthrough

"Reaper's Coast"

(?) Quest: "Abrupt Awakening" (Part - 1)

As soon as control passes back to you, talk to everyone, get into the boat and go to the shore. Upon arrival, the heroes will notice that the entire coast will be covered with poisoned fish. If your squad has an undead character, then the sent fish can be collected and used instead of healing potions (poison bottles). On the left side lies a shark washed ashore: offer to return it back to the water. As a result, she will refuse and report that all the water around is infected with emptiness. A little higher is the new portal "". In the fields on the left side you can admire how the dwarf is fighting with a large praying mantis. As soon as you get closer, the praying mantis will hide, after which the whole group will be attacked by vile fiends (total - 4) and disastrous fiends with poisoned blood of the 9th level (total - 2).

(?) Quest: "Plundered Caravan"

On the central road there are three broken wagons of the masters, and next, in fact, their pipes and a couple of dead gnomes. But one dwarf warrior will be alive, so she will be able to explain what happened, albeit slurred. You can also turn to the boy on the right side, who will clearly and clearly make it clear that the fiends of the void attacked the caravan. A little later, the collected information will make it possible to enter the city: tell the guards on the bridge that you have news regarding the caravan and they will let the whole group inside without any problems.

(?) Quest: "They Shall Not Pass"

On the right side, on the cliff of the bridge, is a boy named Barrin Pruitt. He will tell you that his mother remained on the other side in the house, which is now surrounded by fiends. And so the boy asks your heroes to save her. It will be possible to cross the river only through the northern checkpoint of the paladins, but the problem is different: at the very beginning, there will simply not be enough strength to pass this location. So I recommend going there a little later.

Move along the river in a northerly direction until you come across hens on the shore, whose eggs have disappeared. Climb higher and fight a level 9 monster called Poison wing Fiend. Around this monster will lie large distorted eggs, from which, in fact, fiends are born. There will be one surviving egg at the top of the dead end, so when you defeat the enemies, take this very egg and return it to the Big Margin chicken to hatch.

When you return to this place again, but a little later, a black chicken named Piskun will hatch from the egg: he will kill all healthy chickens, after which he will follow the main character. The unusual chicken will need to be delivered to the north, cross the paladin checkpoint and get a little north to the magic rooster. Near this rooster, the Pisk is transformed into a large monster, so you have to fight him. After the victory, the task will be completed.

Note: A boy named Pidge will ask about Ifan ben Mezd, so I recommend that he be in your squad in order to continue the companion quest chain. There will also be a gallows in the north, on which Siwa will be hung, but so far you will not have enough strength to free her, because you have to fight the masters.

"Driftwood"

(?) Quest: "The Law of the Order"

Use the bridge to the west to enter the city. There will be a statue in the center and four merchants nearby. I recommend that you go to the pier at the very beginning to meet with the local chief - Magister Raymond. Upon arrival to him, he will immediately sense the Source in the heroes, but he can lie to him, saying that you have come in order to join the order. In this case, the master will believe you and issue a special document - "" (thanks to this document, the guards will no longer pester the heroes). Soon, Raymond urgently sails on a ship, and leaves another Master, Julian, as a deputy. Therefore, it is necessary to speak further with him. From Julian, you will learn about the missing masters right in the city.

(?) Quest: "A man and his dog"

At the city fountain in the center, a beggar loafer will sit with a dog, begging for money. Examine the dog, turn its collar over, ask about the owner's hiding place. You can demand money from a beggar for bullying a dog, or you can simply take him and drive him out of the city.

Location: Black Bull Tavern. The local town crier Togrof will tell you three important news - I recommend listening to them carefully. Inside the tavern, a girl named Safa will sit at the counter - you can get drunk with her. Talk to the innkeeper and try not to be rude to her, because in the end it turns out that she is the mother of one of the masters.

(?) Assignment: "Losses in the ledger"

On the right side, a character named Garvan will sit at a table in the tavern - if you talk to him, then he will take your character for a waiter. You can create and serve him the sent meat stew. How to make this dish? Behind the tavern there is a separate place where the man from the toilet will tell you the recipe for the stew: stew + stale fish (other ingredients will not work). For the work done, you will receive an achievement. After lunch, Gavan will tell an interesting story: he, along with teacher Liam, once transported a rather valuable cargo, but eventually left it halfway due to an unexpected attack by fiends.

(?) Quest: "Love Has a Price"

In the tavern, be sure to also talk to the local worker Lovrik, who will offer additional tavern services. In a conversation, choose the gender and race of the person with whom you would like to spend the night, after which you will receive a key to the third floor of the tavern. It will be possible to go inside only with one hero, or with a separate companion. If you use the service for the Red Prince, then in the morning he will have a vision of the Red Princess.

(?) Quest: "Grief will not flood"

On the second floor of the tavern, a hotel will be equipped. The inn is home to a wealthy merchant, traveler, and a woman, Captain Ableweather. The girl will tell you that her ship went to the bottom, but she remained alive and, in fact, this haunts her. From the girl it will be possible to buy an item called "".

Location: "Underground tavern". In the western part of the tavern there will be a dwarf guard who guards the passage to the basement. He can pay 50 coins for the pass (once) and go inside. At the bottom there will be a kind of underground tavern. On the right side there will be a lizard named Ganges, who will tell the Red Prince where to look for the next dreamer. A little further there will be a statue of teleportation, and next to it are round floor buttons. Click on the buttons and the doors to the secret room on the side will open on the right side.

In the left corner is the headquarters of the local underground gnome leader Lohar. The heroes soon witness how he is attacked by his own daughter, Marla. The attempt itself fails miserably. Lohar should be asked about local strong sorcerers and he talks about a dwarf named Mordus, so now we go in search of this character.

(?) Quest: Driftwood Arena

In the second half of the underground tavern is the local battle arena. The champion of the arena is a gnome named Murga. In order to fight with her, it is necessary not only to defeat a team of five people in a fight, but to fight blindfolded.

Location: "Other buildings". On the right side of the tavern is the Diftwood Prison. The local chief will sit in the main room, who will promise a reward to anyone for capturing the killer of the masters. In the basement, the camera will be monitored by a person who is clearly dissatisfied with his work and, apparently, who is carefully hiding something. If you talk to him and convince him, then he will quit his job.

(?) Quest: "Hide and Seek"

There will be a boy and a girl on the pier - Ben Buttons and Harrietta. They will talk about the fact that their mutual friend went swimming to Fort Joy. They should be convinced that this is a bad place and it is better not to follow. They start playing Alexander and the Ailment.

(?) Quest: "Missing Magisters" (Part - 1)

It will be possible to find out from passers-by that three masters have already disappeared at the moment. Local guards naively suspect some junk dealer of these mysterious crimes. An elf named Stuart near the entrance to the tavern has a little more specific information: he believes that the culprit of the loss is one of the guests of the local tavern.

Location: Driftwood Fish Stores. Gnomes will work in the warehouses, but among them there will be quite a few masters who are looking for a suspected junk dealer. A little higher in the room there will be a chief who will talk about the supply of poisoned fish, but at the same time he will not talk about who might need it.

On the right side of the salt conveyor, talk to the gnome, who will tell you about the supplies. At a certain point in the dialogue, it will be possible to inspect the barrel, where the destination will already be written - "Black House".

(?) Quest: Strange Cargo

Outside the warehouses on the left side, the heroes will stumble upon a gnome named Cannox. The dwarf is aware of where the wanted person is hiding, but he simply refuses to tell. Therefore, in the dialogue I recommend mentioning that you were in Fort "Joy" and were successfully able to get out of there - the attitude of the dwarf towards you will immediately change dramatically for the better. He will tell you that the junkman is hiding in one of the barrels of fish.

Go into the room to the right of the shore and in one of the barrels you can find Higba the Junkman. He will ask, in turn, to take him out of the encirclement straight out of the city. The safest path is the path along the south bank to the left. There will only be two Level 9 Patrol Masters along the way, so you can even just run past them quickly until they're gone. But if it suddenly happened that they noticed you, there will be two options for solving the problem: the first is to hand over the junk dealer, the second is to join the battle. The most interesting thing is that even if you want to engage in battle on purpose, the masters will fight all alone, no one will come to their aid.

When he manages to get over to the western side of the river, Higba will thank all the heroes from the bottom of his heart and hide in the barrel again. Higba can be begged for a valuable scroll "". In a conversation with him, you can find out that he bought the things of the dead from the cook in the tavern. By the way, for rescuing a junk dealer you will receive a unique tag - "".

Well, it's time to go back to the city and talk to the cook Weevlia in the tavern. During the dialogue, you will be able to find out the shocking truth: it is she who secretly kills the masters, after which she cooks meat stew from them. However, in order for her to be imprisoned, she will have to find evidence.

(?) Quest: Lost and Found

Move further west from the fish warehouses. Soon on the shore you will definitely stumble upon another gnome - Lagan. He will tell you that he dropped his wedding ring into the water. The ring is somewhere right under the pier, but as soon as you get the ring, monsters will come out of the water. It turns out that this is a trap and you have to fight with the Moloch of the Void of the 10th level and the electric frogs "Water Fiend" of the 9th level (there are 5 of them in total). Since the enemies will specialize in electricity, move as far away from the water as possible.

(?) Quest: "Abrupt Awakening" (Part - 2)

So, Siwa's house is located in the upper right corner of the city. At the entrance there will be a girl who will tell you that Siva was recently captured and taken away by the masters. The house, in turn, will be locked, but inside you will notice a complete mess.

Move to the right side directly through the ford. There will be a gallows on the high road, and two lizards will be hung on it, one of which is Meister Siva. She will ask to be released, but she will be guarded by an executioner named Ninyan of the 9th level and more masters nearby (there are 5 in total), so I recommend preparing for battle first.

As soon as you manage to defeat all the enemies and free Siva, go back to her house with her. Inside the house, remove the picture from the wall - there is a button on the back. There is a hatch under the bed, but to open it you will need a password that only Siwa knows. Finding out the password is not difficult, so when you find yourself in the basement, you will have to go through a ritual in order to meet with God. Sequencing:

In the nightstand on the right side of Siwa, take the knife and black root. . On the left side of the triangular stand, take the bowl. . Click on the knife twice to leave the character's blood on it. . Open the menu for creating things (crafting) and combine the bowl with the root and the bloodied knife. . The result will be a potion that will need to be placed under the dragon statue: spin the wheel, smoke will come from the potion. . Finally, choose the option "Hold smoke in the lungs" and the character is sent to another dimension.

Now you can talk to God. This time he will teach a completely new Source spell - "" (the ability to see the world of spirits). After that, go straight into the cloud on the right side and return back to the real world. In the character's room, the first ghost will visit - the Spirit of Master Harrick.

(?) Quest: "Missing Magisters" (Part - 2)

In the city, go to the tavern and stumble upon the spirit of one of the murdered masters. During the dialogue with the ghost, the heroes learn that the cook is behind the murder, and the spirit cannot rest because she wears the left ring on her hand.

Now the character-thief should take up the matter. So, while the cook is in the room on the right, the hero in the room on the left must inspect the board in the floor, inside of which there is a cache, and in the cache - a severed hand and a ring on it.

With a ring and a severed hand, you can go to the officer in prison. As a result, he will send his subordinate to detain the cook, but in the end the cook will kill her. If you show the ring to the cook personally, then the battle will immediately begin. After the victory, only a list of victims on a piece of paper remains from the evidence, which again can be taken to the officer. As a reward, you can choose one of the four presented items to choose from.

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♦ Note: On the left side of the tavern, a local cat can be fed with fish that is poisoned by the void. The cat will eventually die and you can talk to his spirit. Finally, you will get an achievement.

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Questions and answers on the passage of the game

(?) Question: How to remove the collar in Divinity: Original Sin 2?

♦ Answer: The anti-magic collar on the character can be removed at the beginning of the game, if you go down to the basement in the Fort Joy ghetto and you can win in the arena. After the victory, go to the blacksmith Nebore, who is located in the upper right corner of the ghetto. But all collars can be removed only during the passage of the storyline at the end of the 2nd chapter / 2nd act.

(?) Question: How to resurrect characters in Divinity: Original Sin 2?

♦ Answer: This is possible only if not all characters died in the battle and there is a survivor. This character will have to use the "Scroll of Resurrection", which can either be bought from any merchant for 250 coins, or you can make it yourself. The formula for creating a scroll of resurrection is as follows: "Essence of Life" + "Essence of Water" + "Sheet of Paper".

(?) Question: How to get source points in Divinity: Original Sin 2?

♦ Answer: For this, as a rule, it is necessary to collect a luminous liquid. However, there is another way: you can use a unique spell that draws the source from other creatures (the spell is present in the wands of the supreme masters).

(?) Question: How to get out of prison Divinity: Original Sin 2?

♦ Answer: In Chapter 2/Act 2, if you commit any crime/offense, then the character will be put in an underground prison, and in solitary confinement. In the chamber, in turn, there is a scroll of teleportation, but you will not be able to move yourself. Therefore, in order to get out of the prison, you need to talk to the rat inside, which will give the master key (the master key can be used to break the cell doors). However, if the problem lies in the skill of communicating with animals, then the rat will have to be tritely killed, and then pick up the master key from the corpse.

(?) Question: How to increase action points in Divinity: Original Sin 2?

♦ Answer: Action points in the game depend on a characteristic called "Initiative". It will be possible to increase the number of points with the help of potions, scrolls, acceleration spells and other useful effects.

(?) Question: How to reset skills in Divinity: Original Sin 2?

♦ Answer: You can reset skill points by standing in front of a magic mirror. This function becomes available only from the beginning of the passage of the 3rd chapter / 3rd act. The mirror will be located on the lower deck of the ship on which you sail from Fort Joy.

(?) Question: Where to find all companions in Divinity: Original Sin 2?

♦ Answer: Sooner or later you will meet all your companions in the ghetto of Fort Joy. There will be six companions in total, but you can only take three with you (not counting the main character). And in the process of passing the game, satellites can always be changed to others.

(?) Question: How to get the fifth companion in Divinity: Original Sin 2?

♦ Answer: The maximum number of characters in a party is four. It is simply impossible to add more characters. You can only free up a slot for another character - that is, replace, but not add a fifth companion.

(?) Question: Where to get a shovel, where is a shovel in Divinity: Original Sin 2?

♦ Answer: At the very beginning of the game, you can find a free shovel on the northern coast - on the central fragment of the bridge. After that, you will have to buy shovels from merchants, or hope for a random find.

(?) Question: Where to find Gareth in Divinity: Original Sin 2?

♦ Answer: The point is that Gareth was surrounded in the Echoing Marsh in the ruins to the north. Upon arrival, he will also have to help defeat two groups, which consist of four masters per group.

(?) Question: Where to buy skills in Divinity: Original Sin 2?

♦ Answer: In Chapter 2/Act 2, skills will be sold at a place called Echoing Marsh, which is located in the south - in the Sanctuary on the Rock. In Chapter 4/Act 4, skills will be traded by dwarves in Driftwood Square.

(?) Question: What suchexplorer modeinDivinity: Original Sin 2?

♦ Answer: This is an easy game mode, where, for example, opponents offer almost no resistance in battles. The mode was created specifically for those players who do not know how to play tactical games and just want to go through the storyline, plunging into the atmosphere.

(?) Question: What is the black cat in Divinity: Original Sin 2?

♦ Answer: The black cat must be led through Fort Joy in an easterly direction. At the end, the cat simply disappears and turns into a Summon Cat spell. In the future, the cat can be summoned in battles, it quickly gets to the specified target and does a good job preventing archers from shooting, thereby engaging in close combat.

(?) Question: What to do with the jar of souls in Divinity: Original Sin 2?

♦ Answer: Soul pitchers are designed to keep the undead in this world. So if you break a jug, then any particular owner will cease to be a skeleton (undead) and die fully, and not partially. I recommend that you carry all the jugs of souls found with you and break them only if you meet the owner of the soul in order to at least hear the dying speech and gain valuable experience.

(?) Question: How are undead different in Divinity: Original Sin 2?

♦ Answer: All undead heroes have a few key features. First, instead of the usual healing potions, scrolls and other things, they use poisons and other negative sending effects, which in turn heal them. Normal scrolls of healing and bottles of healing - they are crippled. Second, the undead can transform into characters of other races.

(?) Question: How and with what to remove necroflame in Divinity: Original Sin 2?

♦ Answer: The bottom line is that necroflame is a unique and special kind of curse that cannot be extinguished by anything.

(?) Question: Where can I find Sybil in Divinity: Original Sin 2?

♦ Answer: In Chapter 2/Act 2, Sybil can be found on the south beach near the entrance to the ghetto. In subsequent chapters/acts, all the main characters will always be waiting on a personal ship.

The full walkthrough of Divinity: Original Sin 2 will be here soon, so stay tuned!

The whole chapter is the final battle. Get ready because this fight can be long and hard.

Once you're in the real Lucian's tomb, your allies (Sickness, Gareth, Almira and Tarkin) will show up and start praying for you. Their prayer will reduce the cost of Source skills to 0, meaning you can use any Source spell without requiring Source points. Therefore, before the fight, remember the most powerful spells. Also, if you haven't already done so, don't forget to split the resurrection scrolls evenly among your companions so that they can resurrect each other if needed.

It turns out that Lucian is alive; he is waiting for you along with Dallis, Vredeman (King Brakk) and the masters. Lucian will explain his plan: why he killed the other Awakened, where the fiends of the Void came from, and what he is going to do - cleanse the whole world from the Source in order to restore the veil separating the world of the living from the Void.

Dallis will also reveal his true colors. She is an Eternal, and even more incredible, Fane is her father. The real Dallis found her tomb, after which the Eternal took on the appearance of Dallis to become a Master General.

After you know the goals of Lucian and Dallis, you need to make a decision: sacrifice yourself and give up your Source, or refuse and attack them. A small warning: if any of your companions die when you kill the last enemy (like King Brakk), they will end up dead and won't join you in the epilogue (only as spirits) - so make sure everyone your characters are alive before they strike.

Sacrifice your Source

If you decide to sacrifice yourself, then King Brakk will say that he stole the rod of obedience from Dallis and freed himself from the shackles. Lucian and Dallis will be at your side in the fight against Brakk, who will be joined by the Kraken, as well as all the enemies you fought before: Isbale, Lord Linder Kemm, Whiteface. However, the Kraken will not be able to summon them if you consumed Isbale's Origins, Lord Kemm, and Whiteface earlier. The Kraken will also constantly summon members of the Black Circle. To kill the Kraken, you need to use ranged skills and spells, although you only need to kill King Brakk to win this fight.

After Brakk is defeated, Dallis will say that she has failed and the fate of the world lies in your hands.

Refuse to sacrifice your Source

A battle will begin in which you have to fight against Lucian and Dallis. Don't waste time and spells on all enemies. Focus your attacks on Dallis to move the fight to the next stage. At some point, King Brakk will say that he stole the rod of obedience from Dallis and, with the help of the God King, will summon the Kraken. You will face the same battle as if you decide to sacrifice your Source, except that in this battle Dallis and Lucian will be hostile to you.

As above, the easiest way to end the fight is to kill King Brakk, after which the Kraken and all summoned members of the Black Circle will disappear.

Choice

If you signed a contract with Dr. Deva earlier in the mission "What the Doctor Ordered", then after defeating Brakk, the doctor will appear and kill Lucian and Dallis, if they are still alive. Then he will ask you to fulfill the contract, according to which, you will need to kill your companions. In this ending, the doctor will exorcise the God King, after which you and the demon will rule the world like gods. If you refuse, he will kill your main character, and you will have to fight the demon with your teammates.

If you have not signed a contract with the doctor, and decide to accept Divinity, you will need to choose one of three options that will decide the fate of Rivellon. Depending on the choice, you will see different ending stories:

You can fulfill your destiny to become the new Divine. Adored and loved by all. You will create an alliance to fight the God-King and his fiends, but the world will forever be threatened, due to the fact that the veil between the worlds is not closed. Vindego's fate depends on whether you freed her from her vow to the God King in Act IV.

You can distribute the Source among all the inhabitants of Rivellon. When everyone is divine, no one is divine. If you do this, then everyone will unite to fight the God King and banish him into the void. Even though a new Golden Age of the world will begin for a while, humans eventually use the power of the Source to wage wars and kill each other, in a desperate quest for more power. Like the choice above, Vindego's fate depends on whether you released her from her vow in Act IV.

You can cleanse the whole world from the Source and sacrifice yourself. If you choose this option, then you and all the other Awakeneds will go down in history as the great heroes who sacrificed their Source to restore the Veil, ending the threat of the God King forever. Vindego will be released from her vow to the God King, whether you helped her in Act IV or not.

With any choice in the epilogue, you find yourself on the restored Lady Vengeance, along with your companions or their spirits (if someone died in the final battle).

If in the finale you refuse Divinity, then the God-King will laugh at your stupidity, enslave the world, and you will become his servant. The ending will be dark, although in the epilogue you will also find yourself on the restored Lady Vengeance.

In the epilogue, you can talk to your companions and friends to find out what they plan to do next. When you're ready, talk to Lady Vengeance to end the game. One of the final endings described above awaits you.

Congratulations on completing Divinity: Original Sins 2!

Job Structure

We all gathered together and entered the tomb of Lucian the Divine.

Inside we found Lucian - alive and unharmed. And with him, and Dallis, and "Vredeman" - the resurrected King Brakk. Lucian said that in order to save the world from the fiends of the Void, we must voluntarily become deprived of the Source.

Choices:

  • We refused to comply with Lucian's request. So we had to fight him, Dallis and Brakk.
  • We obeyed the order of the God King and fought against everyone who stood in our way.
  • One of the companions made a vow to the God King and betrayed us.
  • We decided to bow to the will of Lucian and Dallis, but Brakk betrayed them. He offered himself to the God King as a host. We must stop him.
  • When we were about to be deprived of the Source, Brakk betrayed Lucian and Dallis. He offered himself to the God King as a host. We must stop him.
  • During the fight, Brakk betrayed Lucian and Dallis. He offered himself to the God King as a host. We must stop him.

Convince Brakk to renounce divinity:

  • Through unheard-of miracles of persuasion, we were able to persuade Brakk to give up trying to acquire divinity.

If an agreement is made with Dr. Deva:

  • We were about ready to be deprived of the Source, but then Dr. Deva appeared and killed Lucian and Dallis.
  • Before we could deal with Lucian and Dallis, Dr. Deva appeared and killed them both.

We have slain all who stood in our way. Now we have to decide which of us will gain divinity ... and if anyone will gain it.

endings:

  • One of us gained divinity and ascended.
  • The source was divided equally among all the inhabitants of Rivellon.
  • We submitted to Dallis and Lucian. Now there is no Source in Rivellon.
  • No one can resist the God King. Now this world is at his feet: the king can do with him as he pleases.
  • One of us gained divinity... on par with the archdemon Adramalich, so to speak.

The Divinity: Original Sin series is famous for its extremely flexible and sophisticated combat system. There are a thousand and one ways in which you will fight, but we are ready to tell you about one fun method that allows you to kill even the strongest monsters by simply turning them into a chicken!

There are currently two known such methods, the second of which is more of a development of the first, but both of them are based on the Rupture Tendons ability of the Rogue class. You can buy this ability from Hilda in Fort Joy when you reach level four. The essence of this skill is that when applied to an enemy, each of his movements leads to the receipt of penetrating damage for several turns. But usually we use "gap" and start waiting for the enemy to take a step or two, which was not very deadly. However, there is a way to increase this damage to incredible values.

Having received the fourth level, in the same Fort "Joy" from Dr. Leste, you can buy another ability - "Chicken Paw" (Chicken Claw). This skill can be learned if you have a character who specializes in Polymorph spells, but Shadow Blades and Metamorphs are easier - they immediately start with Chicken Paw (and will be able to level up Tendon Rip later). The spell itself turns the enemy into a frightened chicken that runs chaotically for two turns, which results in a great combo with Rupture.

We reduce the enemy’s physical armor to zero, apply first “Tendon Rupture”, and then “Chicken Paw”, and just enjoy the result. Feel free to use Haste on the chicken, this will only increase the already high amount of piercing damage. The best part of this combo is that the damage scales with base attack and agility, so even at high levels this method won't lose its relevance.

However, a Reddit user named Ulminati went further and found a similar method - more complicated, but as effective as possible.

We will need a character who knows a lot about necromancy and knows how to use the spells "Shackles of Pain" (Shackles of Pain - can be bought from Mona in the Ghetto of Fort "Joy") and "Life on the Edge" (Living on the Edge - can be accidentally caught somewhere at level 11 or hire yourself a Witch, since this skill is basic for them). Chains of Pain binds you and the enemy in a single chain, and all the damage you take is transferred to the victim. Life on the Edge grants your character immortality, preventing your health bar from dropping below 1 HP.

We reduce the boss's armor to zero, then bind him to one of the characters with the help of "Shackles of Pain" and impose "Tendon Rupture" on our character in "Shackles", protecting the latter from death with the spell "Life on the Edge".
Now every step of this "kamikaze" will cause the loss of health both for him and for the enemy. You can lead your hero into fire, poison or under enemy swords - the more damage you absorb, the more it will be transferred to the enemy. But it should be remembered that after two moves the effect of the spells will end and your poor fellow will need to be treated.

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