Divinity: Original Sin 2

Welcome to the Divinity Original Sin 2 walkthrough. This game is the sequel to Original Sin Enhanced Edition and takes from the same vein and style of game with some slight modifications. This game like the first one (which I would highly recommend to play if you haven't already) is a turn-based combat style RPG which you can sink 100+ hours into easily and take a crazy amount of different routes to finish the game.

Original Sin 2 has multiple achievements with regards to difficulty, finishing the game on all difficulties, and they are stackable. However, since you need 2 separate playthroughs I suggest one as Tactician mode alone can be extremely punishing. Honour mode just adds more oomph by making you only have one save slot, and the game auto-saves when one of your character dies, and if both characters die? Your save is gone and you have to restart. By at least playing through the game once, you get a huge feel for the game mechanics, you know what's coming. While you might think you could play on an easier setting, the enemies spawn differently, have a more varied skill-set and there are some things in the game that are changed with regards to stats, so I suggest getting a good feel of the game by just jumping right into Tactician.

A big change from Original Sin to Original Sin 2 is that you can play with up to 4 people online instead of 2, but I would highly discourage doing it at least in Honour mode as you really should have a game plan and execute it to a T to make battles the least amount of trouble. Having someone else control and potentially not going along with the plan may throw a wrench in it. Choose wisely.

Looking at the achievements there's actually a lot of missable achievements and will require you to do at least 2 walkthroughs due to some achievements having some very strict prerequisites to be fulfilled. Most of them are just sidequests as you go along and are "required" to keep at par level with the enemies for the most part. Aside from the quests achievements there's the difficulty achievements so overall it might look a bit daunting - but that's what this walkthrough is for!

Lastly just a note; I may not take the most optimal route in the game and there will be quite a bit of backtracking, but that is to ensure we can hit all the achievements in the best way possible as some require you to bypass the obvious route in the game. If you are playing in tactician mode it is pretty much a requirement that you are on par with the enemies level, or 1 below if you are at even numbers. Even if there are not quests mentioned you should attempt to complete them to keep your EXP up. There are finite number of NPCs in the game so if you kill enemies don't worry about them respawning. With all of that said let us look at some tidbits to make the game easier to deal with, as it can be a bit overwhelming.

Controller

First off let's look at what the buttons on your controller do because honestly, understanding your controller will help immensely in this game and understanding the functions of stuff which you may or may not overlook.

cn_LS Moving your party around/Selecting

cn_LSc • Selection mode. Extremely useful when backtracking through known areas, or trying to specific actions like pick up an item.

cn_RS • Moving your camera. Camera view is vastly important obviously, I also recommend you be zoomed out as much as possible the majority of the time.

cn_RSc • Show/Hide tips. Good for seeing what items around

cn_Y • Pulls up your ability bar at the bottom, useful to heal outside of battle or prep battlefields. When you're interacting with NPCs use this to trade with them. Note that you can pretty much trade with ANYONE in the game. Whether or not they have items worth looking at, or gold for you to sell items to is a different story

cn_B • Cancel/close menu. In combat hold to end turn preemptively.

cn_A • Interact/Confirm choice. Hold it to do a search in a small area which is also useful to do certain actions

cn_X • Actions menu. If you want to do something specific like move a barrel, or pickpocket someone this menu allows you to specifically do that.

cn_LT • Hold this down to see your party, whichever you select is the one who leads your party which is important to how you talk to people, how your merchanting goes etc (more on this later). You can also manage how your party lines up in battle by pressing cn_X and moving characters up (it shows in your character portraits on the right). The party always forms a box, the first two will be the front two in battle and the bottom two, will always be the farthest two of the enemy when you enter combat. Most important is that you can press cn_Y to split up your party members.

cn_RT • Hold this down to bring up a bunch of menus. You can look at your inventory, equipment, characters in-depth, skills, crafting, quest log.

cn_LB + cn_RB • Previous/Next enemy in combat. Honestly the best option when you just want to attack an enemy and not use an ability, as the controls can be a bit finicky and just cause you to move next to the enemy, not attack.

cn_up • Tactical View. Really useful as it not only changes the POV of the area, but it highlights your party in blue, and enemies in red when you're having trouble seeing the enemies and such.

cn_right • Combat mode. Useful when you need to destroy a chest/door that you cannot open otherwise

cn_down • Sneak mode. Allows you to pickpocket people, and steal stuff around people while remaining undetected.

cn_back • Opens the world map. Pressing cn_RB opens up the waypoints you've discovered which is a godsend.

cn_start • Opens the menu obviously. Note that the game doesn't actually pause and stuff still happens with this menu open. But you can quicksave/save/load from here.

Saving & Loading

• This will make your game life A LOT less stressful. You have 3 quicksave slots to use (this does NOT affect Honour mode). The best part is you can save at ANY point. Does it look like the outcome of a conversation will affect the game for example? Save, and if you need to reload and it brings you right back to that point.

• During conversations you will encounter the options to initiate persuasion checks with the NPC. This is where saving will come in handy as you can pick one and if it fails or you get a bad outcome you can reload to try again.

• In Combat this is so useful as well planning turns, or if you just plain messed up to backtrack but be wary that Honour mode will overwrite your save automatically if a party member dies.

Healing

• This is super important for playing on Tactician and Honour mode (which I am assuming are the only modes we'll be playing on). Make sure 100% that you heal after EVERY fight. You don't want to randomly walk around with less than perfect health and end up dying to a trap and waste a resurrection scroll. It's as simple as using a bed roll outside of fights.

• On top of healing, when you enter driftwood you 100% want to get the ashen totem of rebirth from the spider lady (refer to walkthrough) as you can combine it with resurrection scrolls to give you a buffer as when you die in combat, you will res with no armor, but 100% hp and you can continually combine it in combat.

Items

• Extremely early in the game when you are on the ship, when you enter the middle area where all of the prisoners are, there are a bunch of bedrolls in the middle section that are free to grab so be sure to grab one. Using a bedroll outside of combat will fully heal your party.

• Donating to Vendors may have benefit in the long run, if you donate to vendors their attitude towards you will go up thus resulting in items costing less and items selling higher. There are finite amount of enemies in the game (and as such, items to donate) so you may want to pick a couple of vendors per area of the game to donate to potentially.

• Hold onto any items that give +skills that would be useful out of combat, as they can up skills to necessary values in times of need and avoid you of wasting unnecessary ability points in those categories.

• Take note that vendors restock their inventory from time to time so it's worth it to check back into a vendor that you may need a certain item from once in a while.

Combat

• It is a lot better to focus down a single enemy, than it is to do spread out damage. Especially later when there are enemies that can heal their health. I would suggest picking an enemy and if you can deal area damage that includes that enemy than great.

• In order of priority, I would recommend you take out ranged enemies first obviously as they tend to deal more damage, while melee enemies can crowd control well for the most part. You can look at enemies to see what spells they have and what they are capable of in combat to help decipher who to take out swiftly.

Make sure you utilize the ability bar to the fullest. Press cn_X while in the ability bar to assign slots to spells, skills or items. You also have 5 pages of abilities you can scroll through using cn_LB or cn_RB while the menu is pulled up.

Misc

• Splitting up your party is such a useful tool. There's also a VERY useful interaction where some bosses interact with your lead character, and you can split off your party to set up the battlefield very well by moving items around them or getting in a preemptive attack or whatever it may be.

• If you want to see the stats of an enemy you have hover over them and press cn_X during combat, however to really see everything you need a party member who has Loremaster 5 to see their weaknesses and resistances. Loremaster is kind of needed anyways to identify items, but looking at enemies information isn't vitally important as I'll give general tips, but there's specifics there if, and when you get it

• Once you have access to Lady Vengeance you can respec your character skills and attributes via the mirror on the bottom deck at any time.

• A really good way to get items/money is to abuse pickpocketing. Basically set it up to have one member far away from your party via split. Have one member talk to the unsuspecting victim and if you need a distraction or another NPCs cone of sight to go one way use another member to talk to them too, then have the person with thievery pickpocket the person then immediately send everything to the party member away.

The most difficult part of any RPG: styling your characters and party composition the way you like it. Here I will go over the different options available to you in DOS:2 as it's expanded a bit more than the first one. Honestly, you can play whichever you way you want but some routes are obviously more difficult than others especially in tactician/honour mode where combat difficulty is significantly ramped up, but games are meant for fun right? So do whatever floats your boat.

In order to figure out what kind of Source Hunter you want to make or which preset Hunter you want to take in your party let's take a look at the set companions you can recruit to your party and what they bring to the table. Note that you can swap out the companion presets based off what you might need which is a nice change from the first game, but regardless what is listed is what they are default specialized for, but feel free to spin your own things if you want!

After the companions I will go over the races you can choose if you decide to run a custom character, and the different classes you can select.

Companions

Sebille

Joining Notes

  • Sebille can be found to the south of Fort Joy wandering near the gate, however if your character is a lizard or you have the Red Prince with you than she will need persuading.
  • After a bit of progression in the game she can be found at the Sanctuary of Amadia
  • When you claimed Lady Vengeance, she can be found at the Lower Deck. However, if she's not with you when fighting Dallis, she will be unavailable

Talents

  • Ancestral Knowledge - +1 to Loremaster
  • Corpse Eater - Let's you eat body parts to gain memories of the recently deceased

Special Ability

  • Flesh Sacrifice - Gain 1 Action Point immediately and a 10% damage boost for 2 turns at the cost of Constitution. Any Action Points over your maximum are lost.
  • Remove the following negative status effects from yourself: slowed, crippled, chilled, shocked, suffocating, atrophy, diseased, infectious, diseased, silenced, plagued and shackles of pain

By default a rogue, Sebile is an elf who's story involves being enslaved to lizards. Since by default Sebile has Flesh Sacrifice you may want to consider making her a class that utilizes the blood aspect of the ability such as conjurer or ranger.

The Red Prince

Joining Notes

  • The Red Prince is the first companion you can come across, immediately after you are washed ashore before you hit Fort Joy, you will most likely run across The Red Prince who is on a rock gazing out at the sea.

Talents

  • Sophisticated - Gives you +10 fire resistance and +10 poison resistance
  • Spellsong - You gain +1 in persuasion

Special Ability

  • Dragon's Blaze - Breathes flames in a cone, dealing fire damage and leaves fire behind.
  • Demonic Stare - Drain magical armor from target character and gain that amount yourself.

By default a fighter, The Red Prince is a lizard who's story involves attempting to restore himself to his rightfully owned throne. Note that Lizards by default have the ability to dig, making the need of a shovel redundant. Since by default he has fire resistance, and Dragon's Blaze it only makes sense that you would consider making him a pyrokinetic wizard right?

Ifan Ben-Mezd

Joining Notes

  • Ifan can be found in the Fort Joy Ghetto

Talents

  • Ingenious - Gives 5% bonus critical chance, and 10% extra critical multiplier
  • Thrifty - Gives you +1 Bartering
  • Pet Pal (Companion Only) - Allows you to talk with animals.

Special Ability

  • Encourage - Encourage allies around you, increasing their primary attributes.
  • Summon Ifan's Soul Wolf - Summons your trusty Soul Wolf, which can Howl and Bite enemies.

By default a wayfarer, Ifan is a human who's story involves hunting the son of a significant Divine Order person. A weird character due to stats but a vital pickup to a degree, Ifan can make a monstrously good conjurer due to him already having a summoning skill, and needing levels in summon to make his wolf any good, but also good at physical damage due to Ingenious. Should you go the magical route you should definitely pick up the savage sortilege talent which allows your magic to crit.

Lohse

Joining Notes

  • Located near the shrine in Fort Joy

Talents

  • Ingenious - Gives 5% bonus critical chance, and 10% extra critical multiplier
  • Thrifty - Gives +1 Barter

Special Ability

  • Encourage - Encourage allies around you, increasing their primary attributes.
  • Maddening Song - Sing, causing characters in your target area to become Mad. Maddened characters will attack those nearest them, regardless of alignment.

By default an enchanter, Lohse is a human who's story involves casting out the demons from her head. Similar to Ifan minus one ability, I would recommend Ifan over purely on the summoning wolf skill aspect. BUT an ending achievement is tied to this character specifically unfortunately so you will need her.

Beast

Joining Notes

  • To the west of Fort Joy, working on a ship

Talents

  • Sturdy - Gives you +10% max vitality and +5% dodging
  • Dwarven Guile - Gives you +1 sneaking

Special Ability

  • Petrifying Touch - Turn a nearby target to stone, incapacitating it. Deal Earth damage. Removes Bleeding, Burning, Poisoned and Crippled.
  • Blinding Squall - A storm approaches and strong winds rise, which Blind and deal Air damage to characters in the target area.

By default a battlemage, Beast's is a dwarf who's story involves stopping a Queen who has killed his allies. Beast obviously makes a great tank with his talents, the default of battlemage is actually probably one of the best hybrid tank/utility combos the game puts out.

Fane

Joining Notes

  • Fane is found in the Hidden Alcove to the north of Fort Joy

Talents

  • Undead - You heal from poison, but regular healing damages you
  • Ingenious - Gives 5% bonus critical chance, and 10% extra critical multiplier

Special Ability

  • Play Dead - Fool enemies into thinking you're dead. Cooldown of skills will be paused. Any action you take will cancel this status.
  • Time Warp - Target a character. Whenever this character ends a turn in combat, they immediately get a free turn.

By default a wizard, Fane is an undead who's story involves finding an ancient truth about an event that occured. Note that as an undead, poison heals him and regular healing damages, also nicely that undead can lockpick any doors/chests making the need for lockpicks insignificant.

Alright, with all your companions out of the way let's look at the different races that you can play as in DOS:2 and what they bring to the table.

Races

Human

Talents

  • Ingenious - Gives 5% bonus critical chance and 10% extra critical multiplier
  • Thrifty - +1 Bartering

Special Ability

  • Encourage - Increases Strength, Finesse, Constitution and Intelligence of Allies around you
  • Dome of Protection - Creates a magic field that increases elemental resistance and restores magical/physical armor

Arguably the best DPSers of the races due to ingenious while providing some nice tankability due to abilities.

Elf

Talents

  • Ancestral Knowledge - +1 Loremaster
  • Corpse Eater - Eat body parts to access memories of the dead

Special Ability

  • Flesh Sacrifice - Gain +1 AP and deal 10% damage at the cost of constitution
    • Notable parts
    • Chunk of Flesh (Found on crime scene of Merryweather) grants adrenaline skill
    • Atusa's Leg (Found at gate to Fort Joy) grants fortify skill
    • Severed Head (Found in the caverns of Fort Joy) grants first aid skill
    • Saheila's Arm grants armor of frost skill
  • Dome of Protection - Creates a magic field that increases elemental resistance and restores magical/physical armor

The other race to dominate the DPS ways with Flesh Sacrifice, and the ability to use the blood element that it provides.

Dwarf

Talents

  • Sturdy - Gain 10% max vitality and 5% dodging
  • Gnomish Guile - Gain +1 Sneaking

Special Ability

  • Petrifying Touch - Turns a target to stone, dealing earth damage and incapacitating it
  • Dome of protection - Creates a magic field that increases resistance and restores magical/physical armor

Obviously a race that favors tanking up for the party, but is good in general since tactician is all about survival since you most likely will not be rolling through enemies.

Lizard

Talents

  • Sophisticated - Gain 10% Fire resistance and 10% poison resistance
  • Spellsong - Gain +1 persuasion

Special Ability

  • Dragon's Blaze - Breathes flames in a cone, dealing fire damage and leaving fire behind
  • Dome of protection - Creates a magic field that increases resistance and restores magical/physical armor

It definitely should be of note that Lizard's can dig without the need of a shovel, and they are also very versatile in class choices due to the sophisticated talent and dragon's blaze.

Undead

Talents

  • Undead - You heal from Poison but regular healing damages you. Depending on the race of undead you get a subset talent as well
    • Human - Ingenious
    • Elf - Corpse Eater
    • Dwarf - Sturdy
    • Lizard - Sophisticated

Special Ability

  • Play Dead - Fool enemies into thinking you're dead
  • Dome of protection - Create a magic field that increases resistance and restores magical/physical armor

It definitely should be noted that undead's can lockpick without the need of a lockpick. The change in healing/poison is definitely something to think of, as such Geomancer/Necromancer skills for self healing are great. Finally a great aspect of undead is that they are immune to Death Fog.

Finally with all of that out of the way let's look at the choices for the classes we can choose to play as.

Classes

Battlemage

Talent

  • Comeback Kid - If an enemy lands a fatal blow, come back to life with 20% vitality.

Starting Skills

  • Blinding Radiance - Enemies around you take Air Damage and become blind
  • Shocking Touch - Deals Air damage and shocked status to target in melee range
  • Battering Ram - Rush Forward, dealing physical damage while knocking down foes.

A really good option on the tank front since you can use Battering Ram to run around and can help with the utility of aerotheurge spells. I would recommend playing as the dwarf or lizard race due to their talents.

Cleric

Talent

  • Hothead - At maximum Vitality gain +10% critical chance and +10% accuracy

Starting Skills

  • Decaying Touch - Deal Physical damage and set decay on target within melee range
  • Restoration - Restore vitality of a target character
  • Blood Sucker - Target absorbs blood surfaces around them, restoring vitality

Honestly this is a very poor combination for a melee character, but if you choose this route I would recommend a dwarf for tankability.

Conjurer

Talent

  • Pet Pal

Starting Skills

  • Conjure Incarnate - Summon a personal elemental matching the ground surface it was conjured on.
  • Dimensional Bolt - Shoot a bolt of energy that does a random type of damage and makes a corresponding surface.
  • Elemental Totem - Conjure a stationary totem that fires projectiles at enemies in range

IMHO one of the must-haves for Tactician/Honor mode. The summons add some much needed DPS/distractions for enemies and it pairs well with any of the other elemental classes for obvious reasons.

Enchanter

Talent

  • Far Out Man - Increase the range of skills and scrolls by 2m

Starting Skills

Electric Discharge - Deal Air Damage and set target as Shocked

Hail Strike - Deal Water Damage, set target as chilled, creates ice surface

Rain - Creates a spreading water surface that douses fires and sets characters as wet

Starting with one of the best talents for mages period, this is also a really good starting class that can provide surfaces and status ailments to compliment your party.

Fighter

Talent

  • Opportunist - Gives ability to perform attacks of opportunity

Starting Skills

  • Battle Stomp - Deal Physical damage and knockdown enemies in front of you
  • Bouncing Shield - Throwing your shield dealing physical damage to the target and others around it
  • Fortify - Provides physical armor to targeted character

Your bread and butter melee tank, starts with some good abilities but you'll want to get battering ram asap to get around the battlefield. Opportunist is a nice ability to get a whack on enemies when they try to run past your fighter to get to your back line.

Inquisitor

Talent

  • Executioner - Gain 2 AP after dealing a killing blow

Starting Skills

  • Blood Sucker - Target absorbs blood surfaces around them, restoring vitality
  • Battering Ram - Rush Forward dealing physical damage while knocking down foes
  • Mosquito Swarm - Unleash mosquitoes that deal physical damage to target while healing yourself

Another strong candidate due to the talent, and utility of the combinations of skills. I would recommend a dwarf highly due to the higher sustain that they have through their natural talents.

Knight

Talent

  • Opportunist - Gives you the ability to perform attacks of opportunity

Starting Skills

  • Battering Ram - Rush Forward, dealing physical damage while knocking down foes
  • Crippling Blow - Deal Physical damage and cripple characters around target
  • Battle Stormp - Deal physical damage and knockdown enemies in front of you

Another bread and butter melee character, the only difference between the knight and the fighter is that the knight starts with 2h wielding and therefore can put out more damage, and while that may seem more appealing tactician and honor is more about survival than just grabbing a full dps party. Choice is yours!

Metamorph

Talent

  • Opportunist - Gives you the ability to perform attacks of opportunity

Starting Skills

  • Tentacle Lash - Lash out at a target dealing physical damage and setting atrophy
  • Chicken Claw - Turn a target into a chicken
  • Bull Horn - Gain the ability to rush at enemies, dealing physical damage and setting bleeding

A better flavor of your melee classes, Metamorph has a ton of crowd control for fights. I would definitely recommend dwarves since you're in the front line and running amok, just be aware of armor for your status ailments.

Ranger

Talent

  • Arrow Recovery - Gives 33% chance to recover special arrows

Starting Skills

  • Ricochet - Fire an arrow that ricochets to enemies around target
  • Peace of Mind - Gain +2 strength, finesse and intelligence along with +4 wits
  • Elemental Arrowheads - Ranged attack dealing elemental damage matching targeted surface

Another strong candidate just like the original due to special arrows and the versatility that they bring. I would recommend you choose elf or human since Rangers should be in the back line pumping out DPS

Rogue

Talent

  • The Pawn - Gain +1AP of free movement per turn

Starting Skills

  • Throwing Knife - Throw a knife at a target dealing damage with the ability to backstab
  • Backlash - Jump over an enemy landing behind their back and backstabbing them
  • Adrenaline - Gain +2 AP immediately but lose -2AP next turn

I've never been a huge fan of rogues in general and DOS:2 reinforces that, especially on harder modes where controlling the battlefield becomes essential. Yes you can build a dodge-tank rogue who can put out decent DPS but as stated before, the game on harder difficulties is more about survival.

Shadowblade

Talent

  • Guerilla - While sneaking, attack damage is increased by 40%

Starting Skills

  • Chameleon Cloak - Blend into the enviroment as if invisible
  • Backlash - Jump over an enemy landing behind their back and backstabbing them
  • Chicken Claw - Turn target into chicken

Another DPS/Magic hybrid. The rogue aspect still turns me off since that isn't my playstyle but if that floats your boat than I would recommend the more CC aspect of shadowblades over rogues.

Wayfarer

Talent

  • Pet Pal - Gain the ability to talk to animals

Starting Skills

  • Pin Down - Deal damage and cripple target
  • Fossil Strike - Deal earth damage and create an oil puddle in target area
  • Elemental Arrowheads - Ranged attack deal elemental damage matching targeted surface

Another aspect of the ranger, I much prefer the CC that this combo brings to the table over the straight DPS of the regular ranger. I would recommend again elf or human to maximize the DPS aspect.

Witch

Talent

  • Leech - Absorb Blood Surfaces you step on, restoring vitality

Starting Skills

  • Raise Bloated Corpse - Target a corpse to raise that fights for you and explodes on command
  • Chloroform - Destroy magic armor in an attempt to set target as sleeping
  • Mosquito Swarm - Unleash mosquitoes that deal physical damage to target while healing yourself

While it might seem good on paper, the skills really don't make sense since chloroform and your corpse deal physical damage, but your mosquito swarm will deal magical damage and other spells under the Necromancy tree. If you go this route I would say to be an Elf since the sacrifice and Leech pair together perfectly.

Wizard

Talent

  • Far Out Man - Increase the range of your skills and scrolls by 2m

Starting Skills

  • Searing Daggers - Shoot three daggers, each dealing fire damage and creating a fire surface
  • Fossil Strike - Deal earth damage and create an oil puddle in a target area
  • Ignition - Ignite enemies and surfaces around you, setting burning and dealing fire damage

The last bread & butter mage that is a no-brainer good party member to have. I would recommend Lizard as your wizard due to the resistance, and the dragon's blaze.

Noteable Talents

  • All Skilled up - Gives 1 extra combat/civil ability points, self explanatory.
  • Bigger & Better - Gives 2 extra attribute points to spend, self explanatory
  • Elemental Ranger (1 Huntsman required) - If your target is standing on a different surface than normal, they take that type of damage.
  • Comeback Kid - Potential free res, VITAL for Tactician/Honor
  • Far Out Man - Absolutely necessary for spellcasters
  • Glass Cannon - Start every round with max AP but armor does not save from statuses. I would take this on your Ranger if you have one or whoever can put out massive DPS, pairs very well with ;
  • Executioner (1 Warfare required) - Gain 2AP when you kill an enemy
  • The Pawn (1 Scoundrel required) - Gain 1AP of free movement per turn
  • Savage Sortilege - Gives your magic a chance to crit
  • Mnemonic - Gives +3 memory attribute, good to save some AP

Closing Notes

Please note that you will need to run through the game with Lohse as your main character at least once for an achievement, and one run as Fane other than that the party is really what you want it to be and what your playstyle will be. However talent-wise you WILL need Pet Pal early on to help with an achievement so make sure you grab a companion with it, if you don't yourself. Also if you're going for all achievements besides honor in one run you will need an undead party member as well.

Combat wise it's good to go the traditional Tank-Ranger-2 Magic users since you do want to split up your damage between physical and magical pretty 50/50 since armors will have varying values and some will have higher physical than magical and vice-versa. It should be noted that at the end of Chapter 2 you will have the ability to respec your character to a degree (minus spells) so if you feel like changing it up you can at that point and that point only. If you want to know the set-up I ran for tactician and honor mode, check out the honor mode page.

Before I start the story I will say that you should attempt to finish all quests that the game provides and to explore at your hearts content. There are finite enemies (IE, no respawning enemies) so there is limited EXP to be gained, but have no fear because there is more than enough EXP to get you through the game. This walkthrough is also on the assumption that you are running through on tactician mode difficulty and as Lohse as your main character.

Chapter 1 - The Merryweather

As you are released from captivity feel free to explore the tutorial area, there's not exactly a lot you can do at this point but get used to the controls, loot a few boxes to hopefully get some gold and the sorts. In the southern room with the sheep, in one of the corners will be 3 boxes surrounding a vase, move the boxes to find a key in the vase which will open the door nearby locked door. In the next room do some looting than move the barrel and the box onto the two pressure plates to open the next door. In the next room you'll attempt to do some persuasion checks as well as most likely enter combat. The way persuasion checks works is that it considers whatever stat you choose (so obviously you want your highest stat) and then it makes a check against it. Loot the key from the magister's body and continue the loop to end up where we began.

When you feel like you've got a good handle, head up the ladder just to the East of where you started to leave the tutorial deck. Head upstairs and talk with Magister Siwan to find out that you've been collared and a few other small tidbits. Head East through the door to have some remarks about a murder, talk with Magister Waters inside the room and you'll become a puppet to find out who the murderer is. Head East into a big room with a bunch of prisoners, there isn't much to do here but talk to people but one essential thing to do is to grab one of the various bed rolls in the room (press cn_RSc if you're having trouble finding one. When you've finished talking and looting and the such head to the Northeast door to talk to Magister Payde, than proceed through the door. You will witness Windego confessing the murder to a Magister before a fight breaks out, and then promptly ends in spectacular fashion.

When you come to the boat will be in a wreck, and you'll have to exit. If you want to return to the previous room and loot the magisters, as well if you have a person with 1 thievery you can steal resurrection scrolls from the people knocked out, feel free but make sure you open the Chest with Confiscated Goods in the North East of this room as there will be a weapons stashed there that you can use for your character (and make sure to equip them too!). Head up the stairs now, you'll want to head into the west room, then attack the door to enter the south room. You'll want to attempt to persuade the 2 magisters in there since being outnumbered in this game, especially at this stage is basically death. There are more goodies to loot in this room so if you cannot beat the persuasion checks than it's not the end of the world, move on. Head to the south west door to go up some stairs and exit to the deck.

Upon coming onto the deck you are entered into a fight against 2 voidwoken and are treated to a soldier getting smackdowned by a tentacle. Once the fight has concluded keep going around the deck to find a lifeboat and you'll see a dwarf arguing with the child and you have a choice, you can go down and save the prisoners or escape now. There's no real threat to going down and getting more exp for the fight so that's what I chose, it's up to you. If you choose to save than go down the nearby ladder and enter the fight which should be relatively easy with all the prisoners fighting alongside you. After combat head back to the lifeboat and watch the cutscene, which you'll also unlock an achievement and be done with Chapter 1

Thunders of the Upper Deep

Escape the kraken's clutches

Thunders of the Upper Deep
1 guideOnline/OfflineSingle PlayerCooperativeMain Storyline

Chapter 2 - Fort Joy

You awaken to find yourself washed ashore. To the east is Waypoint - Fort Joy Beach (x:203 y:358) and not much else for now, so head South along the beach. You'll come across 2 voidwoken on the beach should you want to fight them, it should be a fairly simply and relatively easy fight. Continuing south, if you look at your minimap you will see a yellow dot who is the Red Prince (x:165 y:281) standing on a rock staring out to at sea should you want to recruit him. From here head East and you should have a black cat follow you (although if you talk to it, the cat insists that it is YOU who is following HIM). Note this is tied to an achievement where you basically have to get it through Fort Joy and into the Hollow Marshes, so save often. The magisters hate black cats, so if need be separate the character the cat is following to talk to people. The Cat will also NOT fast travel with you, is damaged by terrain ailments (poison and fire and the sorts) and will flee & disappear from combat, so after every fight try to find it by finding the yellow dot on the map, if you can't reload.

You want to hit the hidden alcove spot (x:245 y:255) - where if you enter, you can find Fane (x:271 y:273) should you want to recruit him into your party. Do not proceed up the vines behind Fane and the poison on the ground just yet, instead head back out and in the middle should be a broken bridge. Make sure to grab a shovel from it. Head North East to find a grave (x:223 y:284) and use your shovel to fight a zombie for some quick and easy exp, then go West and then South AVOIDING THE MAIN GATES to enter Fort Joy. DO NOT USE THE MAIN GATES OF FORT JOY UNTIL THE WALKTHROUGH SAYS, it is important to avoid the main gates of Fort Joy until at least level 4. On the wall head down the nearest ladder and head slightly West to go into the main square of the Fort Joy Ghetto.

Just inside the Fort Joy Ghetto you can resolve a conflict, and attempt to recruit Ifan (x:209 y:179) if you choose. Just to the south of that is Waypoint Fort Joy Square (x:201 y:157) as well as Lohse, who should be wandering around. From there head West down the stairs into a little camp where there should be a bonfire roaring in the middle. Here you should have Gawin approach you about a proposition. Accept it and he'll tell you about a way to get out of Fort Joy if you help him. Head south a little bit, then before you leave Fort Joy head east into a little blacksmith-looking area and in the middle you'll find an elf named Amyro in a cage (x:203 y:143). Try to speak to him and Camp Boss Griff will interrupt you and talk about Elf who he thinks stole from him. Agree to find the real culprit for Griff in exchange for his freedom. From here head out the nearby gate to the south, then head West and you should be able to locate Sebile (x:183 y:100) in this area. Keep following the shoreline along the south and west and it will curve going North. You should eventually come across Beast (x:125 y:161) who you can recruit for your party as well should you want. With all of the companions that you could potentially want to recruit found, we can now do some combat if need be.

Head back south along the coast line and keep heading south until you find a lizard snoozing (x:183 y:77). Speak to him to wake him up and eventually you will find out he is the thief. There are various things that can transpire based off your party so I won't go through every single scenario, but you should make your way back up to Griff to let him know who stole his goods, resolving that quest and freeing Amyro. Follow him to a cave (x:215 y:90) where you can enter to find Elodi (assuming you helped back her and Ifan up) to resolve her quest. Afterwards speak (but NOT with Lohse) to Saheila to get rewards for the quest involving Amyro. Once all of the dialogue is exhausted head to the southeast part of the cave where there should be some boxes you can move, and a barricade you can attack. As you explore that cave, some frogs will pop out for you to fight. Exit the cave after the battle and there should be a dog running around, talk to the dog (note that if you have the cat following you, you'll have to split your party or ignore it if the cat is following the character with pet pal) to grab another quest. Near the cave entrance there will also be a man dying, and a doctor who can do nothing to help so cast restoration on the guy if you have it to heal him and grab some exp.

Now we are going to run all the way back to the entrance to Fort Joy and head to the east, up the stairs (so the cat can follow) and you will come across some guys playing cards who tell you to pay them, which can result in your first actual test in combat. Remember that you don't want to face any enemies who are higher level than you, so make sure to spread your party around (you can do it while a member is still talking too). Just to the East of the group at the table is a Magister you can talk to for another quest. From here, head all the way back to the Hidden Alcove where Fane was found. This time go up the vines, and follow the linear path all the way down and you should find some turtles you can fight. You should be close to - or just - level 3 by now so head all the way back to the cave where Saheil was, and head along the Northern path going East. You should find a spot which you can dig. Head down and if you weren't level 3 already you will be now. You can fight the fire slugs down here, but you want to eventually backtrack to the beach. The reason for this is if we pop back up, there'll be another difficult fight ahead of us. There'll be Migo, an undead magister who is a level 4 monster. You want to definitely be spread out and attempt to crowd control him down, as he can explode and throw poison in an Area of Effect attack which makes the battle super difficult, but badly outnumbering him at this point, you should need a turn or two to whittle him down and then keep him perma-disabled.

Head all the way back to the Magister on top of the walls of Fort Joy Ghetto to let her know of the demise of the ghoul who turns out to be her father. The ring you hand over is quite useful as it has the spell restoration tied to it, so you can return to the beach where you killed Migo and the Magister will be there mourning, you can now kill her to get the ring back since it's another 1v4 (Note that I had a cheese moment, she stayed standing in the poison where Migo died so her armor/hp slowly fell so I just waited for awhile until I could just straight up kill her, I'm not saying that will be the case for you but it is a possibility).

Now return to where we found Beast and keep heading North, where you should find 3 crocodiles to fight - one which can teleport which makes another difficult fight but more manageable now that we are definitely level 3. Once again CC and spreading your party is the way to go. Once you kill the crocs head back to the Fort Joy Ghetto on the west side to talk to Gawin about the teleporter. He will run off for another way into Fort Joy. Next, we want to infiltrate Fort Joy, so head to the gates and just to the south (x:245 y:131) you can teleport one of your allies up a floor to knock down the ladder (don't forget to teleport the Cat as well so it can follow).

You can fight the Magisters below at the gate very easily at this point due to the high ground/choke point on the ladder if you want more EXP, and who doesn't?! After the fight go down the ladder into the courtyard, and head through the big door into Fort Joy. Inside you can take out the Silent Monks if you wish for EXP, but after head East and lockpick/break down the door and lead with your Pet Pal talent person into the room to have a conversation with some source hounds. Turns out one of them is the hound you're looking for, so you can avoid combat and complete the finding Emmie quest.

Afterwards head north up the stairs to the upper floor and head out the north doors to find yourself in combat but with the help of Paladin Cork. Try to keep him alive for more EXP and after combat and conversing with him. Travel to Waypoint Fort Joy Square (Open the menu using cn_start and select waypoints) and head north east to find Nebora (x:221 y:180). Talk to her and she will mention that she can take your collar off if you become the arena champion, so head to the Arena hatch (x:212 y:130) and prepare for a difficult fight. If you're having difficulty taking on the enemies, I would suggest backing off to the left or right so that they enemies have to funnel to you. Try to take out the ranger first due to their elemental arrows but at this point the fight should not be too difficult. Upon beating the Arena you unlock:

Gladiator

Become champion of the Fort Joy arena

Gladiator
1 guideOnline/OfflineSingle PlayerCooperativeMissable

Now return to Nebora and she will have heard of your victory in the Arena, and she will be more than happy to take off your collar, unlocking:

Walk at Liberty

Remove your Source Collar

Walk at Liberty
1 guideOnline/OfflineSingle PlayerCooperativeMissable

Head back to the Cavern south of Fort Joy where Saheila was, and dig in the East Corner where there's some sun shining to find a hatch. Head down and follow the path to find a statue which turns out to be Lord Withermoore. Pull out the spear and agree to help him. Head to the main floor of Fort Joy and right beside the stairs leading to the upper floor against the railing will be a hidden lever that will reveal itself when you walk close, so hit it and a hidden hatch will show up. Go down and there will be 5 soul jars in the room. The one most North and the one on the Southeast pedestal will create fights should you want more EXP, the one on the Northeast and Southwest side are just trapped souls and the one on the Northwest is the one you want to destroy, helping you out at a later portion of the game. Note that if you have at least 15 Wit on a character, you can talk to the statue at the top of the room to get a piece of Braccus Rex armor. Finally head towards the main gate of Fort Joy Ghetto assuming you haven't triggered the cutscene there to see quite the spectacle of a Magister getting blown to bits. In the middle of the conversation, ATTACK ALEXANDER to start combat. If you damage Alexander enough you both him and Dallis will flee combat leaving you with the rest of the magisters and pets to contend with which will also unlock:

Hammered

Force Dallis to retreat from combat in Fort Joy

Hammered
1 guideOnline/OfflineSingle PlayerCooperativeMissable

Note that if you forgot about using the main gate already and cannot get this I will lay out a quick fix that will take ~5 minutes of a detour of your regular game.

*** Spoiler - click to reveal ***

Go up to the ramparts of Fort Joy where you found the paladin and head to the east part of the fort where there will be a drawbridge wheel you can use to lower the bridge, unlocking:

The Great Escape

Flee Fort Joy for good

The Great Escape
1 guideOnline/OfflineSingle PlayerCooperativeMain Storyline

Afterwards you can talk to the Cat and it will run off becoming a summon as well as unlocking:

Cat's Out of the Bag!

Escort the Black Cat out of Fort Joy

Cat's Out of the Bag!
1 guideOnline/OfflineSingle PlayerCooperativeMissable

Head east to find another Vendor. Just to the south will be Waypoint Hollow Marshes - Bridge (x376 y:171). Before we head off post-Fort Joy, I will say that it is totally worth it to run back (now that we don't have to worry about the kitty cat) and clear the Fort of all enemies (however there are 2 very dangerous fights with Kniles the Fencer and High Judge Orivand so be wary!) and loot, as well as if you really want to just straight up murder all the citizens of the Ghetto you can. There's no repercussions as far as I could tell other than you lose your merchants, but it is nice to get some gold and exp back (Do NOT kill any of the citizens in the cave though). Regardless you should be at least level 4, if not 5 by now, so time to knock out one of the harder achievements for the early game.

Head north until you hit the beach, and keep heading Northeast where you should come across Windego (the lady who blew up the ship). Kill her, then keep heading NE and you'll come across a tower (X:431 y:294). Teleport a member up to the higher level to get some really good loot underneath some clouds. Head back south and along the cliffs you should find some vines to climb up (x:412 y:252) and Tarlene in front of you. Talk to her to learn about Shriekers, DO NOT ENGAGE SHRIEKERS under any circumstances. They will 1 shot you, no questions asked - so see that red dot on the map? We want to steer clear of it.

Travel back to the Hollow Marshes Bridge waypoint and head south this time and you should run into a fight with a few skeletons. Keep heading East and across a bridge that has some traps, then head South up a ladder, then East where you will be ambushed by some voidwoken around a decaying ruins area. The Voidwoken will multiply greatly so keep on your toes. Keep heading East from the ruins, and when you can head South where you'll see some Void Salamander's below that you can fight if you're level 6 or feeling up for a challenge. Keep on heading South from that spot and you should eventually come to a spot where you can talk to a Lizard on a ledge above you (x:477 y:33) to make sure you are not a Magister before putting down a vine for you to climb up to the Sanctuary of Amadia.

Talk with everyone in the camp to find out information and pick up some quests. Head back to where the Salamanders were and this time take the path North where you'll find some pigs on fire (x:470, y:170). Keep heading north up a vine to a broken path above (x:451, y:186). Go East, and then when you can go to the path to the North where you'll fight some Magisters (you should see the Shrieker in the NW of your minimap from before). Once defeated, head up the East stairs on the North side, then climb up the ladder to get higher ground for the fight below to help save Gareth. Once the battle has concluded, Gareth will go back to the Sanctuary. Before you go, make sure to activate the Waypoint Hollow Marshes Ruined Castle (x:469 y:266) than travel back to Amadia's Sanctuary and talk with Gareth to learn you need to get a Purging wand to continue. Travel back to the Hollow Marshes Ruined Castle Waypoint and head south out of the ruins, then East, then north where you should find a lone Magister that you can kill. Keep on heading East from there and eventually you will find an encampment with a lot of dead seekers and another Waypoint Hollow Marshes - Abandoned Camp (x:573 y:234).

From the Abandoned Camp, head South/Southeast and you'll come across an Ice Dragon that's shackled to the ground. Destroy both of the totems by attacking them, then talk to the Dragon and learn that you need to get a Purging Wand from an evil witch to help save him. I would HIGHLY advise against fighting the Dragon, it is level 9 but if you want to test your party's ability than make a save and go for it. Keep heading South and you should come across another Waypoint Hollow Marshes Dragon's Beach (x:583 y:104) and an entrance to a Cave where the witch can be found is just south of that waypoint. Inside the cave use your ranged characters to attack the exploding mines to set them off, then proceed forward slowly hugging the outside walls so you don't trigger the leftover traps until you get to a sort of plantish looking area of the cave. Split up your party and get ready for another difficult fight against Radeka the Witch. You want to initiate the fight yourself, don't bother talking to her but make sure you do wail on her with physical damage (be sure to utilize the teleport ability) as that is the lower of the 2, and when her armor is low enough you can CC her. The problem is that there are a butt-load of enemies to contend with on top of her so this may take a few tries, and a few configurations of where to place your party - but as long as you are level 6 at this point you should be able to eventually kill her unlocking:

The Weird Sister

Kill Radeka

The Weird Sister
1 guideOnline/OfflineSingle PlayerCooperativeMissable

Return to Slane the Dragon and choose to release him for some nice exp/loot, then travel back to Amadia's Sanctuary Waypoint and head back to where you fought the Salamanders. Keep heading East along the beach - you will find a cave hidden by magic (x:514 y:71) which turns out to be the Vault of Braccus Rex so proceed in. Now don't interact with random things unless the walkthrough says so because the cave is full of illusion interactions. Head forward than North and you'll be rudely welcomed by Trompdoy. Ignore him and walk to the West past the 3 crates and a bridge will appear when you are near so cross it. Head South and climb up the vines between the 2 crates, then head forward causing a fight to break out - at least now you aren't caught on the low ground clumped between enemies. After the fight head forward and when you reach the room with the Statue of illusions, talk to it and answer the following;

  • Very awful, rotten
  • A hex, a misery, a blight, a curse

After answering correctly the door will open so proceed forward (again an illusion bridge will pop up) and you'll be attacked once again by a bunch of Trompdoy's. Now one of the Trompydoy's is the real one and you want to essentially kill the real one who will have the Cursed attribute if you examine them and the fight will end. You can loot the body for another piece of the armor of Braccus Rex and head South East where another illusion bridge will pop up. You will enter the Vault of Braccus Rex. Loot the whole room being sure to grab the Purging Wand and another piece of Braccus Armor and say that you will help free Trompdoy when he shows up. Finally make sure you smash all of the Necromancer jars scattered in the room EXCEPT GRATIANA'S - instead put that one in your backpack. As you exit the vault go North and interact with the Statue of the Seven to be transported alone to the hall of Echoes. Head East to talk to a spirit (varies depending on character) and you will have learned the source skill Bless and be returned to the Cavern. Hit the lever just to the south and exit the cave.

Travel back to the Hollow Marshes Ruined Castle waypoint. Head south down the stairs and enter the metal door between the stairs. Go forward and Magister Sang will talk with you - oblige with his wishes since there's no way to cure (despite the dialogue boxes indicating so) and put him out of his misery. Nearby is a Source Fountain if you need any. What you want to do next is cast Bless on the lever to open up the door. Go and refill your source then enter and interact with the Shrine (which requires a source point) to get another piece of the armor of Braccus. Exit back to the world map and head West down the vines, and cast Bless on one of the pigs which will cause a fight with an undead lizard to break out. Afterwards go around and bless the rest of the pigs than head back to the Shrine of Braccus Rex to restore your Source points and then head to the Waypoint Hollow Marshes Dragon's Beach and head North to find one of the pigs named Feder. Speak to it to send it to the Sanctuary of Amadia. Travel there where you can find Feder again and suggest she jump in the pool. If you haven't already interacted with the statue then do so and the end result should be the pool becomes blessed which will return Feder to human form. If you're looking to gear up, most of the time she will have extremely good gear that you can purchase. Talk to Gratiana and you can give her the soul jar that you WOULD have destroyed in the Vault and she'll reward you accordingly.

Head back to where the Salamanders were, then go North and then climb up a Vine to go East and land you in front of the Gargoyles Maze (x:534 y:125). Now you can bypass the whole maze by showing the Gargoyle the ring you looted from Trompdoy, so I won't go over it since there is no achievement directly tied to the maze itself. Head up the stairs and enter the tower, loot one of the Necromancer bodies for the key and open the door that is locked. You can move forward and put the crate on the pressure plate just below to enter the caged room and go through the passage. Hit the lever on the other side, loot the chest, and return to the other room. Go through the now unlocked door on the other side from where you came, and head through the door on the East to find a well. Cast Rain on it than talk to it. Pay it 150 gold as it will reward richly, and you can do this with each of your characters individually.

Finally head back and use your source point to open the Mysterious Tech and pull down the barrier to go in and loot until your heart's content. The final thing we can do before finishing up this part of the story is to attempt to kill the Voidwoken Deep-dweller. The issue is not the Voidwoken itself, but the undead surrounding it make such havok in this fight. If you're doing Honor mode I would HIGHLY suggest skipping this point and moving on, but on tactician you can see how this will play out. If you aren't level 6/7 then don't bother but you should be by this point if you're following along. Travel to the Hollow Marshes Ruined Castle and head South out of the castle and then West back down the vines where the pigs would have been. Head East hugging the North side of the path and when you can, climb up some vines to some scaffolding on the high ground and split your party up at the BACK of the scaffolding. If you go to the East side of the platform you should be able to see the Voidwoken across the way so lay into it to start the fight and have everything spawn. Whether or not you want to do that fight, eventually you want to end up back at Amadia's Sanctuary.

If you need to do some last minute shopping now is your chance - we are leaving the Fort Joy island very soon. When you're ready talk to Gareth and let him know you have the Purging Wand, then head to the Hollow Marshes Abandoned Camp waypoint where you'll see everyone has gathered for an assault. Instead of heading straight forward go to the East and then down the vines just above some Shriekers. Go down and purge a few and as you move forward a good old friend comes swooping from nowhere to help save the day (but you totally had it anyways) so move forward through that room to initiate another fight with some Magisters. With them is Bishop Alexander who is another big baddy who should be down below, giving you an advantage on the field. Now a funny thing will happen; after a few turns a huge Voidwoken Drillworm will interrupt the battle making it that much more difficult - so I would recommend backing your party members off the fight to give yourself a bit of space and let the Magisters and the Worm duke it out and then clean up whoever is left over. When Alexander falls you will unlock:

His Father's Son

Defeat Alexandar in Fort Joy

His Father's Son
1 guideOnline/OfflineSingle PlayerCooperativeMissable

Once the fight is over you'll be greeted by Malady who will take you off the island. Tell her to wait as you most likely want to loot the battlefield to get some rewards for that harsh battle right? Once that's done than talk to Malady and you're officially done with Chapter 1!

Chapter 3 - Lady Vengeance

Your party will leave you for now, so run west around looting all of the dead bodies (if you've sold items to Keban in Amadia's Sanctuary you will find them to resell!) and one of the bodies should have a journal on it. When you read you will learn the password is Fortitude. Then head to the East side of the boat to find out that the boat won't move, and that Alexander survived the previous fight! If you come across one of your companions, talk to them to recruit them once again - otherwise you want to head down a deck, and then through another hatch to the lowest deck. On the West side you'll find a Magister and Alexander locked up. Talk to Constance to have her open the door for you and you will have to either persuade the Magister to let you examine Alexander or you'll have to kill her, but once you do examine Alexander you'll find a gem on him that you take for your own. Head East across the deck to the other side. One thing to note here is that there is a mirror that can be used to respec your character for all things BUT spells - you will need 5 thievery in the next chapter whether through gear or base skills so this is a good opportunity to sort that.

Head up the south stairs now, into the room and interact with the Port-Side Stateroom Door and state the password to be let through the door. Inside you'll start a conversation about Tarquin and you can learn a few things as well as buy some nifty gear from him. Make sure to grab the teleporter pyramid off the table, and then grab the Dusty Tome off the desk just beside Tarquin. If you stand next to the Bed on the west side, it will move a nearby bookshelf and a hidden button which you can press to open the door where you can loot some very expensive items. One last thing to do in this room is on the north side - beside the massive desk where the tome was found - is a hatch. If you go down you'll be in a fight with some Gheists but there's also the second teleporter pyramid down here as well.

Once that is all done, head back up to the top deck, head towards the West end of the ship and interact with the head of the boat. Choose to sing the song and you'll see that the ship responds to it. Malady will come speak to you, and if you are ready to move on, then speak to her and tell her it is time otherwise do whatever else you want to do on the boat. Once you leave you'll unlock:

Sails That Glance in the Sun

Take command of the Lady Vengeance

Sails That Glance in the Sun
1 guideOnline/OfflineSingle PlayerCooperativeMain Storyline

When you return from the cutscene you are thrust into a fight with Dallis, the Hammer. MAKE A HARD-COPY SAVE HERE, NOT A QUICK SAVE. Basically this fight will play out where you have to keep Malady alive for a number of turns and the fight will end. Now there are two achievements tied to the conclusion of this fight, one for killing every minion in the fight, and one for NOT killing every minion in the fight - so everyone but Dallis and the Hooded Figure. It's a lot harder than it sounds to kill every minion on Tactician difficulty before Malady ends the fight. Note that you can use Fane's source skill to effectively give Malady 2 turns in a row, shortening the amount of combat necessary if you're going for the NON-kill achievement. Another way to do the kill every minion if you're finding trouble unloading damage is to get up high so you can see Dallis then teleport her into the fight. Then wail on her until she calls a retreat. Regardless, once you have knocked out one of the achievements just re-load your save and attempt to do the other. If you think you are doing well at any point during the fight you can quick save/quick load but make sure you keep your hard save to totally reset if necessary. Once it's all said and done and you have done both pathways of this fight you will unlock:

Swashbuckler

Escape Dallis' siege on the Lady Vengeance after killing every minion

Swashbuckler
1 guideOnline/OfflineSingle PlayerCooperativeMissable

Seascape

Escape Dallis' siege on the Lady Vengeance without killing every minion

Seascape
2 guidesOnline/OfflineSingle PlayerCooperativeMissable

After the fight is over you'll be transported to the Hall of Heroes. Head forward to see something quite alarming. Collect some source and attempt to bless a God and you'll talk to whichever God you did earlier. Then you'll be transported back to Lady Vengeance, with lots of people missing. Head down to where Alexander was being held to see that he's disappeared, and Malady will talk to you leading to another cutscene. After the cutscene you'll be returned to the "real world" and Malady will explain the next steps you should take. Go head to the lifeboat and take it to shore ending your time on Lady Vengeance and unlocking:

A Million of Waves

Arrive at Reaper's Coast

A Million of Waves
Online/OfflineSingle PlayerCooperative

Chapter 4 - Reaper's Coast

Head west from where you start on the beach. When you come to multiple paths, take the southern one and you will come across a shark on land (x:465 y:-38). Put him out of his misery, open his body and then loot the leg. Have your elf eat the leg to start the quest "Hide and Seek". From there, backtrack east and this time head Northwest. You will come across a fight with some Voidwoken. After this, keep heading North and the beach will turn to a stone pathway. Head East to the end and find a little boy who you can talk to for another quest.

Go back along the path and you'll come across a wrecked caravan causing another quest to pop up. There'll be a lone survivor, so have the person with the highest Wits talk to them to gain more information about what transpired. Afterwards, keep heading North. You'll see some chickens on the East side of the path, and you'll want to talk to the one named Big Marge who's usually standing still near one of the posts for yet another quest - then head off North ignoring the path to the West with some Magisters for now (which is the way to Driftwood) - you will come across the Meistr being hung with some Magisters guarding her, which you'll have to fight off to save her. Once the fight is finished talk to the hanging lizard and you will unlock:

The Meistr

Meet Meistr Siva

The Meistr
Online/OfflineSingle PlayerCooperative

Follow her across the water to her house. Talk to her and follow her instructions as you go down the hatch. Keep following her, speak to her when she stops next to the source fountain and she will tell you to start the ritual. Look in the ingredient cupboard to grab some items, then open your inventory and use the Obsidian Lancet to turn it into a Bloody Obsidian Lancet - then combine the new Lancet with Blackroot and the Ritual Bowl. Place the bowl on the grate in the SE corner of the room, turn the valve and create a smoke cloud. Interact with the smoke cloud and you'll be thrown back to the Hall of Echoes once again. Follow the path to talk with yourself and learn the Spirit Vision skill. Use it and continue on the conversation until the smoke cloud appears again - use it to return to the Meistr's room and finish up the conversation.

Go back to where the Meistr was strung up and head East to the beach, then North a bit to find some eggs that you can kill - they will spawn some void monsters. Once dealt with, head behind them and pick up the egg, then return to Big Marge to give her the egg. Head south back to the caravan and use spirit vision now to see the ghosts of the caravan and find out what happened. Head back to Driftwood (or if you discovered the waypoint Driftwood Square use it) and talk to the beggar next to the square statue (x:347 y:113) - ask what's wrong with the dog. Examine the dog (you don't need pet pal for this part) to set it free, then confront the beggar and you can ask for the gold if you gave him any. From there, head South and a bit West and you should see 2 kids on the docks (x:333 y:89) looking out to sea and ask why they're staring out at sea looking for their friend that you know died. Tell them the truth for some loot.

Head East and just south on the Docks will be a head Magister, talk to him and you can convince him that you're there to help him look out for the Dwarves. Speak with the Magister that was left behind for some more information. Head back up and go west to enter the first building which will be the Drifwood Fishworks (x:298 y:108). Speak with the Magisters to learn that someone has been killing them. Go up the ladder and talk with the man up there to learn that Lohar is in need of his goods and you can receive a key to go to the basement. Talk to Grebbo the Scholar and test the fish for him to get a variant of the void-tainted fish and hold onto it. In one of the rooms a barrel of fish should talk to you about wanting to escape the town, and should you help him he will give you some loot - but should you tell the Magisters you will receive exp - so pick whichever one, but the easiest way to escape is to just go west of the Fishworks and down a ladder, then across the river.

Exit the Fishworks and this time go to the building West of the Meistr to find the Magister barracks. In front of the south side you'll find Dashing June - who you want to pickpocket to get some nice +2 thievery gloves to keep on you. Go into the next building to the west which is the Black Bull (x:308 y:139), where you can find Lorvik. Speak to him to get a quest one way or another, then talk to Prudence the barkeep with an elf to get the stew and eat it. Head into the kitchen to confront Wyvlia about the missing Magisters. If you mention you want to report her she will attack you - defeat her, loot her body and take the evidence to the building to the East of the Black Bull and talk to Magister Carver.

Back inside the Tavern to the East of the bar sitting at a table is Garvan. Speak to him about his issue to grab another quest. Head upstairs, enter the first room and talk with Cap'n Ablewether to learn she's being haunted by her old crew. Use Spirit Vision to reveal a ghost and you'll have to persuade him to stop. After this, talk to Cap'n one last time and inquire about the location of the wreck to conclude the quest.

Head into the Northern room to find a sleeping dwarf. After interacting with him, interact with the chest at the foot of the bed with someone in your party who has the jester tag - if you do - to guess the password "the word" for it to open. If you do not, then you have to speak to the sleeping dwarf one more time and pretend to be his mother to get the password. Split one person from your party and head up the stairs to the East and talk to the "entertainer" to have a good night. When you wake up in the morning, accept the fact your equipment is gone (or use pyramids to teleport in and fight, your gear is on the table next to the bed) but you might as well kill the entertainer since your party can join after Lohar's thugs are gone.

Go downstairs where Lovrik will come up to you - just straight up kill the him since he has a some gold on him and he totally deserves it anyways. Head down the stairs now to the basement and go the Southeast room to find Lohar, exhaust all of his conversation options, then use 3 of your characters to talk to the 3 dwarves in the room. Once they turn their back on the table, have someone steal all of your gear back. Head back to the main area here and find Dorotya, the Decadent One. Speak with her and tell her your exploits of beating the Arena in Fort Joy. Going through the conversation she will ask what you see. A list is provided below the achievement for what you can get but she will eventually ask you for a kiss, agree to it and split off that party member - then follow her for the events to unfold making sure to accept them and unlock:

Kiss of the Spider Woman

Receive Dorotya's kiss

Kiss of the Spider Woman
1 guideOnline/OfflineSingle PlayerCooperativeMissable

Answer -> Reward list

*** Spoiler - click to reveal ***

Gross. At least you got a free talent out of it right? Note that every party member can receive the talent/exp from her - then you might as well kill her. If you haven't already, head East of the kiss-spot to find a waypoint statue. The Arena is probably a little too difficult for us at this point so we'll come back to it later. Head back to the chicken coop and you'll find the chickens slaughtered and one chick, use spirit vision to talk to the ghost of Big Marge & then talk to the chick Peeper to unlock:

Proud Parent

Adopt Peeper

Proud Parent
1 guideOnline/OfflineSingle PlayerCooperative

Head North now past Driftwood and you'll find Fingal Boyd (x:456 y:187) who - after a persuasion check - will promise you some good weapons after some time. Keep heading North and you'll find the Paladin Checkpoint & Paladin Bridgehead Waypoint (x:462 y:247). Inside the checkpoint talk with Paladin Thom Hardwin for some exp and another quest, then follow the path West past a house to find 2 cows in a field. Talk to them and you'll start a quest. Head into the nearby house and lockpick the hatch (need thievery 4) and go down. You'll want to attack the holes here otherwise rats will endlessly spawn and explode on you. Hit the lever, enter the next room, loot the witch potion and kill the frog. Loot it to get the witch potion recipe if you have the mystic & scholar tags. If not, the recipe is Augmentor, Boletus & Witches Eye. The Witches Eye you should have looted upstairs already, and the other 2 items are plants that can be found in Driftwood.

Once you have 2 witch potions return to the cows and now talk to them. Before you turn in the potions, drop them while in chat and you can get your reward AND keep both potions (Mabel has some good loot to steal too). Head Northeast from the cows and you'll see a Henhouse with an ugly bird outside of it. Talk with it and you can convince it to let you kill it and it will drop a Phoenix Egg. You can either consume it to learn Phoenix Dive (assuming you have 2 levels in Warfare) or you can sell it for some nice money, or you can keep it the whole game and have a nice little cutscene when you finish the game - the choice is yours. Head North/East-ish to find Waypoint Driftwood - Fields (x:368 y:311) and from there head south to a house where Gareth is hovering over a Magister. Make sure to kill the Magister and tell Gareth to snap out of it. Head back Northeast across the river - stopping at the shrine - and then climb up the vines just past the river to find another henhouse and Magicockerel. Talk to him and end up fighting Peeper and a bunch of other chicks as he transforms. Then, travel back to Driftwood.

Now head out of Driftwood through the west way, providing passage from the head Magister so you aren't accosted (or if you want a fight, go for it.). At the crossroad head North and then West where you'll come across a toll Troll who will ask you to kill his competition. Just to the East is another plank path to the North and a little dirt area to the East where you can find Trader Liam and a bloodspot. Talk to him to learn the truth about Garavan. Go back to Driftwood - to the Black Bull - and grab another meaty stew and combine it with your void-tainted fish to make a tainted stew - which you can give to Garavan to make him run off back to do his duty also unlocking:

Death in the Pot

Serve Garvan the tainted stew

Death in the Pot
1 guideOnline/OfflineSingle PlayerCooperativeMissable

Follow him, kill him, and then take his head back to Trader Liam to conclude the quest. You can also attempt to open the chest in the nearby bag to summon some enemies to fight as well. Back in Driftwood, move one more building to the west of the Black Bull to find Mordus' House where you'll find a dwarf sleeping. Upon talking to her, she'll let you go down the hatch she was blocking. If you go to the far NE of this room, a skull should appear from the wall - if you have at least level 5 thievery you can lockpick the skull, unlocking:

Infiltration

Lockpick your way into Mordus' hidden lair

Infiltration
1 guideOnline/OfflineSingle PlayerCooperativeMissable

Head through and down the hatch and into a puzzle room. Split your party and grab a nearby vase as you will need to step on 5 different plates to open the door.

Puzzle

Head into the room now and talk with the lich on the torture rack. Choose to set it free, then press the green button on the console so it will help you fight the lot of undead that pop up. Head back to the Arena after he runs off. You should be better equipped to take on the Arena combatants now. You could do it normally if you want, but you'll have to fight a handicapped fight being blinded - so make use of summons - then take on Murga who actually is A LOT easier a fight due to them being outnumbered (and the voidwoken interrupting the fight). OR... You can do it the much easier way if you're just wanting the achievement... But you don't get exp for starting the first fight normally and then going to Murga who will complain that you are not worthy. Kill her either way, then talk to the Arena Master about taking the title to take on the Voidwoken. Either way once you complete both fights you will unlock:

Andabata

Become champion of the Driftwood Arena

Andabata
1 guideOnline/OfflineSingle PlayerCooperative

Head West out of Driftwood and - at the first fork - this time head south where you'll come to a beach. You'll find a fisherman who lost his ring in the water - set your group back a bit and send one person to retrieve the ring in the water to start a fight with a few voidwoken. Once you have killed the voidwoken give the ring back to the guy and head back North. At the crossroads go North again, and this time East at the fork, and hug the East path (you can see the lich you previously set free on the west side of the fork (x:230 y:191) but we don't want to interact with him yet). You should come across 2 bears that you can kill.

Once you reach a path, you should see a bridge to the East with a troll on it, so go ahead and kill it. Note that in order to stop Murga's regeneration you need to inflict the poisoned status on him, once you do kill him head back to Grog. Talk with him to complete the quest. Keep heading West & south - going past the open door to the ruins - and at the south part of the path where it starts curving East you should see some planks leading to another path South. Follow it, and when you can, head East and you will see a statue with a bunch of torches around it. If you can, cast an AoE spell like fireball that will light all of the torches at once then interact with the shrine to get your reward.

From the shrine follow the path East as it wraps around, and go down a vine to find a lamp. You can interact with it to summon a Djinn to fight. The rewards are finicky from what I have tested, but it's worth a go. Head back to the shrine and this time head West - but be wary of traps on the bridge with the Oil Barrels. Follow the bridge around into some ruins for another fight, but now you aren't at a serious disadvantage whereas if you entered through the main door earlier you would have been. After the fight continue west to find a cave entrance.

Head North and talk with a quivering dwarf and to get some vague but ominous information. Head East and North and you'll find a Rotten Egg Cluster next to some tents. Make sure to attack it as there is an achievement tied to destroying ALL eggs in this cavern. Approach the edge of the cliff, turn around, and your party will be accosted by some Voidwoken. Just pass your turns because during the fight you'll be split up and brought to new places. Find the party member who was brought to a bedroom with no enemies, and - using the Teleporting Pyramids we got in Lady Vengeance - bring everyone back together by giving one to the safe member, the other to a member elsewhere.

From the bedroom head west and lockpick the gate, then go through the fissure to find a fight waiting for you. Once the fight has concluded you need to carefully go around the room and destroy all the egg clusters. It's likely some will have hatched/gotten destroyed during combat but there are 33 clusters in total so just go around slowly in attack mode covering every inch - including the walls around the edge, and around the middle platform to the southeast - and it shouldn't be an issue. Afterwards, go out of the fissure and go West to find 2 more eggs to kill and Waypoint Wreckers' Cave Depths (x:705 y:640). Then travel North to find a Voidwoken Vampire, after which you should come across a couple more eggs.

Go back south to the waypoint and crossroads. This time, go west to find another voidwalker and some eggs to destroy. Head back East a little to find a climbable rock (x:675 y:622). Head up and just to the North you should see another cluster of eggs to destroy, and another voidwoken will pop up with them. Be sure to kill the clusters on the backside of the cliff face. Once they have been dispatched, head North through the gate then head East through another gate you can lockpick with a couple of eggs to kill behind it. Head West now to find a couple more eggs to destroy, then backtrack south through the gate and down the climbable rock. Go East until you find a gate just south of the Wreckers Cave Depth waypoint to lockpick and go through. Head East when you can, and you'll find a voidwoken to kill. Keep heading east and south to find some more eggs to destroy and some possessed dwarves to kill as well. Head West, out through another gate and then head Southwest where you'll find another voidwoken to fight and then south to find some more eggs to destroy. Go North through the gates to find some more eggs to kill and then North a little bit more to find more eggs to kill at which point you should unlock:

Technical Eggstacy

Destroy every Voidwoken egg in Reaper's Cove

Technical Eggstacy
1 guideOnline/OfflineSingle PlayerCooperativeMissable

Now this achievement can be EXTREMELY difficult to unlock by simple oversight, so a map is provided below to show you the spots that there will be eggs to destroy. However, due to various fights and Area of Effect abilities cast, I cannot know for sure where exactly the eggs are unfortunately. I will mention that there was one egg high up at x:631, y:676 area and x:756 y:664 that are WAY up on the map that are hard to spot. The secret achievement will keep track of the % of the eggs you hunt down and there are 99 in total - so I will say most likely the areas you are missing eggs will be the massive egg room (x:745 y:662), behind the cliff face of x:659 and y:657 and the one up high mentioned in x:631 y:676.

Eggs

Head West up a ladder to find a dwarf you can kill for free, and then use spirit vision to interact with for some lore if you please. Go back to the Wrecker's Cave Depths waypoint and head West going up the ladder at the very end inside the capsized ship. Once you are up you will find Mordus. When you are fighting him make sure to kill him first otherwise he will use the corpse of anyone to transform and make the fight much more difficult, so make sure you get those status ailments on him to keep him frozen/knocked down/stunned or whatever! Once you have killed Mordus, the fight will end, and you'll interrogate Mordus where you can get him to unlock another source point through dialogue, unlocking:

Expert

Unlock your second Source Point slot

Expert
1 guideOnline/OfflineSingle PlayerCooperative

Kill Mordus and then head North out of the cave, and if you head North a bit further you will find waypoint Wreckers' Cave - Reaper's Cove (x:140 y:183). Teleport someone onto the nearby shipwreck to the west and go down the hatch (x:114 y:179) and once down there, have your person with teleport use the pyramids to get on the ship. Use teleport to grab the amulet in the deathfog or if you're undead, just go grab it. Travel to the Wreckers' Cave - Reaper's Cove waypoint and pop back into the cave and you can head down a hatch with Mordus' amulet to explore and get some goodies, as well as looting a dead dwarf's body for some exp (but you can sell the items as we have already unlocked and freed the lich related to the glowing eye). Travel back to the Driftwood square and make sure to buy a pyrokinetic and necromancer skillbook. Combine them to get corpse explosion but don't teach it (if you can) to anyone yet as you will need it for a quest. Head back to the undertavern and talk to Lohar to resolve the quest and learn the location of other source masters. You can now kill Lohar if you please, but if you have Beast in your party then you need to do it while he is removed from the party otherwise he will leave when you kill Lohar.

Travel back out West from Driftwood to where you found the toll troll and head North where you will find Eithne the Librarian (x:166 y:225). After talking with her you can give her the exploding corpse skillbook for the quest - so donate it to her when the trade screen opens up. You can find a few blackroot plants scattered around this area as well if you want. If you now go North you can find some bears (x:178 y:271) to kill and just to the east will be the Cloisterwood waypoint (x:188, y:258). Travel there to find Hannag fending off some magisters. Chase after her after some dialogue and convince the magisters to let you talk to her - then immediately attack the magisters afterwards. Once you have killed the Magisters talk with Hannag to have her give you another quest and have her take off. It's worth noting that she sells the source spells in the game so it's worth it to steal from her, or buy them.

Exit east of the ruins to find Jahan (x:293 y:284) who you can talk to and get some information about Lohse, and a quest from as well to unlock your source. Head back south of the ruins and you should find the Lich that you set free earlier (x:226, y:204). Speak to him and continue to let him feed. Talk to him again and offer him your source and he will vanish off. Head back North to the ruins and then out East to find the Lich one last time where you can choose to let him take a drop of blood for a reward, or you can attack him for a better exp gain. I chose to attack him and cheese him by teleporting to the Northeast to Jahan to help kill him. If you teleport him before starting combat he will not summon 4 parasitic enemies on you too - so you can choose to fight legitimately but the fight is not easy by any means since he's been buffed every time you allow him to feed. You may want to come back if you're having trouble with the fight and want to conclude it that way. At any rate, make a save here and go Northwest of the Cloisterwood Ruins where you'll find a dock, and a ferryman. Talk with him to cross IF YOU HAVE AN UNDEAD PERSON IN THE PARTY and you will unlock:

Over to the Farther Coast

Take the ferry to Bloodmoon Island

Over to the Farther Coast
1 guideOnline/OfflineSingle PlayerCooperative

If you do not have an undead person in your party, just remember for your honor run to have an undead party member. Reload your game and head East out of Cloisterwood to where the bridge troll that you killed was. You'll find the other troll has taken up residence there, so feel free to kill him as well as he'll massively overcharge you to cross. Note that with this troll, you will need to inflict burning in order to stop his regeneration. Afterwards, travel to Paladin Bridgehead Waypoint and head East, then South to come to Stonegarden (x:551 y:192). You'll find Tarquin at the gates, so speak to him to get a quest that is involved in an achievement later. Tarquin must not die by any means. Enter into Stonegarden and go East where you can find stairs leading to a tower (x:579 y:192) and at the top you will find Featherfall, a bird. Have your person with pet pal talk with the bird (you might have to visit Lady Vengeance to reallocate skill points since you need persuasion) and convince him that you are it's new master to unlock:

A Nest on High

Tame Featherfall

A Nest on High
1 guideOnline/OfflineSingle PlayerCooperativeMissable

You also get Summon Condor as a new ability. Keep heading East to find the Stonegarden Graveyard waypoint (x:604, y:166) and just to the east of the waypoint, cast Spirit Vision and a spirit will appear asking you to dig up it's corpse and throw his body into the eternal fire. Dig up and pick up his body then head southwest along the path to find 4 graves behind a gate (x:588 y:143). Run around interacting with each of the tombs to start a fight with the 4 "heroes". After the fight head out of the gates southwest and when you can go south, you'll find some lizard heads spewing fire (x:582 y:106). Toss the corpse in to finish the quest. Inside the flames is a chest you can teleport out and bash open for some exp and loot as well. Head north of here to find Andras the dog (x:557, y:134) and fight and kill him to unlock:

Cur of Low Degree

Kill Andras, the necromantic dog

Cur of Low Degree
2 guidesOnline/OfflineSingle PlayerCooperativeMissable

Afterwards hit the nearby lever and head down the hatch to find a room full of petrified explorers. Kill them all for some free exp/loot - make sure to loot Qanna for a key for a quest. Exit the area and head South to find a Shadowed Tomb Door (x:557 y:99) and enter the tomb. Press both buttons to open the door, and in the next room use Spirit Vision to reveal 3 levers. Have one person go in and step on the plate, then press the levers in the order middle-left-right to open the door. Move the nearby tomb and reveal another hatch to go down. Loot the area and open up the tomb in the middle to get an unusual artefact. As you attempt to leave the room, you are attacked by all of the clay sentinels in a surprisingly easy fight. Head out of the tomb and south out of the town (make a save here just in case) to find a fight with some voidwoken once again. During the fight Mari Pruitt will come out of her house - you NEED to keep her alive during this fight. Once you finish the fight with her alive you will unlock:

Bridge Over Troubled Waters

Help free Mari from the Voidwoken

Bridge Over Troubled Waters
1 guideOnline/OfflineSingle PlayerCooperativeMissable

After you lower the bridge, talk with her again to conclude the quest. You can now freely loot the house as you see fit making sure to pop into the cellar for some exploration exp. Return to the Stonegarden Graveyard waypoint and head West until you can pop out of the North gate of Stonegarden to talk to Tarquin, who tells you the other half of it is in Bloodmoon Isle. Continue back into Stonegarden heading west, into the building and go into the North room to find Ryker. Talk to him to get a quest to retrieve some tablets. Grab some food from the south room and then head down the hatch to find a turtle to talk to, then drop food to lure the rat and turtle together, aww!! Now promptly kill the turtle for some nice exp.

Head out of Stonegarden to the North and then to the East. At the next fork take it South, then east, and you will find a house (x:665, y:223) with a man outside. Talk to him and convince him to let you go into the house. Deal with his daughter downstairs who - when approached with someone with a scholar tag - there will be special dialogue to save her, then she summons her emotions in a fight. Now to get the maximum exp, you need to kill the emotions - however if you want to just end the fight, wail on Natalie and once she's low the fight will end. Once the fight is ended you need to move quickly - you will need someone with decent finesse/intelligence checks, so cast clear mind (assuming you have a pyro) on the person dealing with the surgery and select these dialogue options:

  • Ask Swann to keep her steady
  • Select a pair of delicate tweezers and gently try to remove the maggot
  • Slowly close up the wound

Afterwards this will unlock:

The Good Doctor

Perform successful surgery on Natalie

The Good Doctor
1 guideOnline/OfflineSingle PlayerCooperativeMissable

Talk with Gregorius one more time to finish the quest. He also becomes a healer and a trader for you too. Head back West and to the fork and this time go North and you'll find a couple cowering from some voidwoken. Enter the house to clear the voidwoken out and then return to the couple for the quest reward. Continue East and then head South to find another fight with some Voidwoken and Magisters. Just to the East after the fight is waypoint Blackpits - Gates. Keep heading south along the path to find a lot of corpses past a gate and the Blackpits. As you go Southwest you'll come across a family about to be executed. You can pass a persuasion check for exp, but you'll intervene anyway and kill the magisters to save the family which is part of Hannag's quest.

After the fight free the family and then continue heading south and then West to find some magisters throwing a bomb at a house. Speak to the magisters and convince them to let you talk to the man, then kill them and head down the hatch to talk to Owin and tell him he can go outside. Follow him outside and speak with him to conclude the quest. Head southeast and talk with Magister Grimes at the gate and show him Reimond's seal to go past the gate, then head Southeast and you'll find Hannag's apprentice being hung and questioned. You can help get him down, and a big fight erupts with some voidlings joining the battle as well, ensure that Gwydian survives. After the fight, return to the previous place where you rescued the family - killing the magisters at the gate along the way - to find the family reunited and to conclude the quest. Travel to Cloisterwood waypoint and talk with Hannag to unlock your last source point unlocking:

Master

Unlock your third Source Point slot

Master
1 guideOnline/OfflineSingle PlayerCooperative

Travel back to the Driftwood Square waypoint and head back downstairs in the Meistr's house to initiate another ritual (blackroot/ritual bowl/bloody lancet). Burn it to go back and talk with the spirit inside Lohse and to learn Source Vampirism. Upon returning to the real world, you're attacked by some voidwoken and the Meistr is killed - but have no worry you can use spirit vision to speak to her again. Travel back to the Blackpit Gates waypoint and head back to where you had the massive fight with voidwoken and head West until you find a harbor with some magisters and some shriekers which can be taken down with your newfound skill Source Vampirism. Sneak up to get close enough to them and then kill all of the enemies inside the building. Loot the bodies and read the notes to get some information on what has happened, and don't forget now you can restock your source points from dead enemies using Source Vampirism.

Head East and you'll find a cave (x:743 y:64) you can enter to find a booby trapped place. I used teleport/pyramids get past all of the exploding traps, and when you come to a fork you'll see a Magister calling for help to the East which means - of course - that a bunch of voidwoken are going to appear to fight. After the fight use the cart tunnel. Teleport one of your characters to the pathway on the right so you can sneak up to the shrieker to use source vampirism on it. The Blackpit Mines waypoint (x:377 y:628) is also here. Head East and at the fork head South to find some magisters and voidwoken you can kill, then entering the southeast room will give you exp as well. Continue heading East up the stairs and follow the path south to find an obelisk that will teach the mask of the shapeshifter recipe. Head out back to where we headed South to get to the excavation point and this time head East to find more magisters to slaughter. Once the fight has ended blow up the oil barrels at the North part of this area to open up the pathway. Follow the linear path until you reach a protective barrier with some pillars of Gods surrounding it. Interact with the nameless statue to start the puzzle - you need to interact with the pillars in this order:

  • Amadia
  • Tir Cendelius
  • Duna
  • Zori Stissa
  • Xantezza
  • Vrogir
  • Rhalic

Split one member that doesn't have teleport and go down to the sarcophagus to open it and start a fairly difficult fight. One thing I would recommend is to relocate your member who opens the sarcophagus via teleport mid-dialogue so you can start combat with damage, as well as to utilize charm - the dogs don't have a ton of magic armor so they are very susceptible to charm by potion, arrow or spell. She hits hard and she hits fast so make sure you chain your disables well and don't be surprised when you have to pull off a few reloads. If you want to, continue on with the rest of the guide and come back here as it is one of the hardest fights in the game in my opinion.

Once you have finished the fight don't forget to loot the 2 nearby chests as one contains the tablet for Ryker. Make sure to use your War Owl to send word back to the paladin fort at this point, then travel back to Stonegarden Graveyard waypoint and go back to Ryker. Give him the tablet but make sure to tell him to hold up his end of the bargain to get the item - a fight will break out anyways. Now you can use spirit vision during the conversation to show the spirits of his servants and then fight just the servants with your 3 members not in dialogue, and if you use Source Vampirism on the spirits of the servants they will instantly die which is nice. After the fight go around looting, making sure you pick up at least 4 body parts but not consuming them, making sure to grab the tablet from Ryker's body too. There will be a mirror on the elevated part of this room next to a mirror that will open up a door as you go back south. To the west to grab more loot and exploration exp as well as finding a third pyramid in the chest.

Back up on the main floor you will see that the servants have all exploded. In this room on the North wall you will be able to find The Essence of Existence Volume One. Make sure to read it. In the North room on the same floor, in the Northeast corner you will be able to find The Essence of Existence Volume Two - read it. Head upstairs and the North room will have the final Essence of Existence, Volume three to read. You can also talk with the animals to convince one or the other that the master has a preferred animal. Note that convincing them that they are equal will not result in any rewards. In the south room a spider will pop down and want some food - give her one body part, and then three more to complete the quest. After, kill her anyway for more exp. You can find the Gravekeeper wandering around Stonegarden and let her know that Ryker is dead and then kill her for exp too, then head Southeast of the Stonegarden Graveyard waypoint to find a grassy pile (x:629 y:155) you can dig up to find a skeleton who will ask you some questions. Answer as follows:

  • State that there is no greater purpose than to banish life's tumult in the pursuit of pleasure
  • State that our individual freedoms are limited only by physical limitations. We are free to act within a defined set of rules.
  • Reply that morality is a river, steered by the impulses of men and women, Gods and Goddesses, chance and nature.

A skillbook will drop and you will also unlock:

Existential Crisis

Correctly answer all of Crispin's questions

Existential Crisis
2 guidesOnline/OfflineSingle PlayerCooperativeMissable

Fast travel to the Cloisterwood waypoint and head out the North exit, then go all the way west where you will find a lamenting abomination (x:114 y:269) that you can fight. Be wary - this is another difficult fight as the Abomination combined with the howls have opportunity to kill a party member or two every turn. Teleport back to the Paladin Bridgehead waypoint where a fight will break out - so help out the paladins. Afterwards talk to Paladin Hardwin to resolve your quest. After the fight you can head southwest to find a scarecrow (x:416 y:202) which fighting can be extremely difficult due to the terrorize aura that the scarecrow possesses - this makes your character just run around wasting their turn - so I waited until I was overlevelled to do this fight.

Head back East across the Paladin Fort and then head North. You'll see some Voidwoken deer (x:490 y:263) guarding an altar, so use it after you have killed the deer. Head North now until you see an Elven Encampment (x:501 y:324) and approach it with an elf if you have one - or someone with high persuasion - and after you are allowed in, participate in the ritual for some easy exp. Head West now and you'll find an altar (x:450 y:340) just off the path with 4 hero trees surrounding it. Interact with the tongue of flame and ask to start the ritual and do the following to each tree.

  • Hero of Winter - You need to create an ice surface so use hailstrike, freezing arrow or cast a water surface creating ability like rain or water arrow then do something that would freeze the area.
  • Hero of Autumn - You need to create Electrified Steam Cloud so use closed circuit or static cloud arrow, or combine a water surface spell with a fire surface spell, and then cast an aerotheurge spell to electrify it
  • Hero of Summer - You need to create a fire cloud so cast laser beam or summon a fire slug to cast it for you, or creating a fire surface and using vaporize
  • Hero of Spring - You need to create a blood surface by using rain of blood, or if you have an elf use flesh sacrifice, or just hit an ally with physical damage with no armor on.

Now you need to do all of them at the same time which can be a bit of a pain in the butt to do - but if you are persistent enough to pull it off, you'll have to fight 4 challengers each being immune to an element of one of the trees. After killing them you can talk to the Tongue of Flames to conclude the quest. Head East until you see a big wooden wagon (x:493 y:331) and then head north across the bridge. Head across with Ifan if you have him, or your persuasion character to get into the sawmill without worry, and kill everyone outside before going upstairs in the East building where you will have another fight. Saheila will be trapped in the room. After killing everyone talk to Saheila to free her, and exit the mill. As you do there is a non-hostile NPC in the southeast corner that you can speak to, recruit for your cause, and send to your ship and gain some exp. Continue out south towards the elven encampment and you'll unlock:

A Sheep in Wolf's Clothing

Free Saheila without fighting the Lone Wolves

A Sheep in Wolf's Clothing
2 guidesOnline/OfflineSingle PlayerCooperativeMissableBuggy +

Talk with Saheila to resolve the quest and then travel to the Blackpit Gates waypoint and head North out of the Blackpit area. Keep heading north until you have to teleport yourself onto an area with scarecrows and elements flying down (x:707 y:305), then head West and teleport to the next ledge (x:687 y:330) and from there keep heading west up some vines to find Paradise Downs waypoint (x:643 y:323). Head to the North part of this island where you will see a house broken in half and a chest at the bottom, in the middle. An ambush will occur when you try to approach the chest.

After the fight, head to the north part of this island where the path is, and teleport to the north east twice to end up on a spot just above storm clouds and bodies of farmers (x:651 y:398) Head immediately to the east and teleport down to the next island. Enter the house to the east (x:708, y:392) to talk with Almira and agree to help her and Mihaly. Head North and teleport yourself onto a highground rock (x:684 y:416), and if you look to the North you should see Harbinger of Doom - so fire on it from here to get a huge tactical advantage for the fight.

Once you have finished the fight you'll notice a lot of the chaos has stopped in the area, so return to Almira and then using teleport (don't forget to heal him too), teleport Mihaly out of there to the south. Once you've gone far enough the quest will end and you can talk to Almira, let her kiss you to get a reward and then she will ask you for the tablet that you handed over to Ryker - we are assuming you looted it back so hand it over for more exp. Her and her companion will head to Lady Vengeance. Head back to the house in Paradise Downs where you were ambushed and teleport North to the next island (x:596 y:413). Go up the few vines to find a caravan that's tied to the Red Prince quest line. If you don't have him, feel free to kill everyone there.

Travel to the Driftwood Fields waypoint and head Northwest to see a broken bridge surrounded by a deathfog lake. Use spirit vision and teleport yourself across the bridge to reach Bloodmoon Isle. Once you have entered the gates, head West to find the Advocate and speak to him in order to start a questline. Voidwoken attack once the conversation ends. Head out Northeast along and you'll come across the Bloodmoon Island waypoint (x:347 y:406) and from there head East to find another fight and some corpses to loot. Stay away from the corpses as the enemies can use corpse explosion.

After the fight head North to find a little area (x:366 y:466) that you need a character with at least 22 Wits (you can reallocate at Lady Vengeance) to uncover a dig pile. It's not enough to just use the shovel - but you will uncover a hatch that you can go down. Inside make sure to read the Archivist's Journal on the table and then go through the hidden wall and grab the unusual blade from the altar. In the nearby chest is the last teleporting pyramid found in the game. Now exit and if you go to the west side of the island you can find another fight at (x:222 y:426) with some more accursed enemies. Next, head East to the ancestor tree (x:279 y:440) and kill all of the black ring guys surrounding the tree and then speak with the advocate to complete the quest. Now it's time to kill the advocate and all his allies around the tree and once that fight is finished cast spirit vision and speak with the spirit of the tree and through all the dialogue options now you'll learn of an evil possessing the doctor that once held the tree and you will unlock:

What's in a Name?

Awaken the corrupted Ancestor Tree on Bloodmoon Island

What's in a Name?
1 guideOnline/OfflineSingle PlayerCooperative

If you have a party member with the Scholar tag you can do the next bit. One of the painweavers around the tree should have the book The Taming of the Holy Fire so be sure to read it. By now you should have 2 silver bars that you've looted around Bloodmoon Island so head to the Forge (x:317 y:476) on the North part of the island and there should be another silver bar there. Use 1 silver bar with the forge 3 times and you will make 3 silver levers that you can use. Head towards the southeast part of the island where you can find a hatch (x:363 y:422) that you can pop into, nothing really of value to be found but still necessary for the quest. Go Southwest until you find a blazing sculpture (x:305 y:393) and another fight.

After the fight interact with the sculpture and use the hymn to have it explode and reveal a hatch for you to head down. Move forward and you'll see that you need to fix the broken lever so combine it with the silver lever you created earlier and then use Spirit Vision to see the Spirit of Brother Robert in front of the statue. Speak with him with your persuasion character and he will open the door forward. Now move forward and break free the Godwoken, kill the lizard, then speak to Brother Robert before leaving the vault. Head West to find the next Blazing Sculpture (x:256 y:395) and once again sing to it to have it explode and reveal a hatch for you to go down. Use spirit vision to find Brother Morgan and speak with him and agree to help the child in the next room. Move forward with your pet pal person and persuasion character as the cat will attempt to talk to you and you need to persuade it to allow you to help. Destroy the pillars and speak with the girl again and you'll have another persuasion check and assuming you are successful you can teleport her to Lady Vengeance. You can kill the cat for some exp, but make sure to speak to Brother Morgan on the way out.

Finally head East to find the last Blazing Sculpture (x:281 y:397) and once again sing the hymn and head down the Hatch, use spirit vision and convince Brother Kalvin to open the door for you. Go inside, speak with the dwarf and agree to release him. Before you do, hit him until he is knocked down and DOES NOT get back up. Then destroy the pillars and the fight should start where the demon should be outside the dwarf to fight. This fight can be a little hectic as everytime you hit the demon he will possess a random ally so the trick is to teleport the adventurer out into the next room since you cannot control him, then pull everyone back to the doorway and use summons to kill Mor.

Once the fight is finished you can speak to the dwarf and he will reveal a buried treasure on the southwest part of the island. Don't forget to talk to Kalvin before leaving to get that treasure. Travel to the Cloiserwood waypoint and exit to the North - you'll find a firefield with a crucified corpse running around really fast (x:225 y:315). Make sure to save here because Alice can hit very hard and very fast but not to worry, just teleport her down the cliffside and place her with Jahan to have him annihilate her. Talk to Jahan to tell him about the advocate and the demon master (assuming you are Lohse) for some story and a means for Lohse to end the possession. Travel back to the Lady Vengeance waypoint and talk to Tarquin and hand him both pieces of the Anathema then go to the east side of the ship and talk with Malady to set off and to finally be done with the Reaper's Coast.

Chapter 5 - Nameless Isle

Head south towards the boat you can take to the beach and Almira will approach you. Ask for the tablet back and take the lifeboat to the mainland. Head East to find The Beach waypoint (x:106 y:820) and continue on as the path banks Northeast - there you will find Delorus (x:165 y:865) assuming you saved him in Fort Joy. From there continue East, and you'll see a large battle just to the south (x:196 y:826) between the Black Ring and Magisters. Choose to side with the Magisters for this fight and afterwards - if you have Fane's shapeshifter mask - become human if you aren't. You can interact with the altar to Rhalic in the middle of the fight (if you are not human you will become permanently blinded).

Afterwards head Northeast to find a blockade of black rings and another fight (x:242 y:872). After the fight you can see some shriekers to the East up the hill - you will have to go halfway down the hill. On the east side there are some trunks to walk and and you will find some vines (x:260 y:889) to climb up behind the shriekers to then use source vampirism on. After, head South and jump across the broken bridge to find two wolves around a gem (x:276 y:823). Head East to find the Lunar Gateway waypoint, then return to the wolves and kill them. Pick up the gem with a character with the scholar tag to be transported into a pocket plane - next to the Impish Pocket Realm waypoint. Now the really annoying thing about this place is you will be constantly Slow-ed, - but head North to find the first area where you will need to activate the 4 pressure plates. Do this with your party, or you can move/teleport the crates onto the plates to open the way forward as the picture shows:

Image 1

READ CAREFULLY BEFORE PROCEEDING: In the next section literally one misstep could spell demise for your party. Do NOT step on the pressure plates as they will shoot fire everywhere, and do NOT - under any circumstances - interact with the emergency flush protocol otherwise it will flood the room with deathfog and lava effectively killing your party. What you want to do is follow the path and lockpick the door (x:146 y:526) to the North of the circle of poison area. Inside will be a hyperdrive protocol so spin the wheel and the slow will turn to haste! Head back to the waypoint and teleport yourself to the pipes to the east. Follow it all the way along, but before you go down the ladder, start sneaking and then just teleport yourself over that way. Now you need to reach the core before the end of your turn, otherwise it unleashes a deathfog that will kill your party - undead included - but once you do interact with it, it'll shut down and the place will be safe. Interact with the Altar of Xantezza just beside the core and either renounce your god, or have it come forth. Neither have real repercussions anyway. You're done here so head back the the Lunar Gate waypoint.

Head back to where the gem was and jump back north to find the elven temple - enter it and keep to the West side. You will come across the Temple of Tir-Cendelius waypoint (x:262 y:922) and just north of that you will find the Altar of Tir-Cendelius (x:269 y:941) where you will just need to feed it some of yourself (you lose hp but regain it anyways since you are out of combat). You can also kill the last tiger there for some exp. Follow the path North and you will come across Alexander and Gareth speaking. Choose to fight Alexander for the best exp and then talk to Gareth for a nice reward. After the fight be sure to grab Alexander's head then go Southwest. An elf will ask you to talk to the mother tree. Head up the vines right behind her and use the heart (x:288 y:930) to be transported to the tree. While up there kill the scion and her dryads then exit out of the heart area.

Head back West to where the altar was and kick down the vines. Exit out west until you can head North down to the beach. From there go East to find a Cave (x:247 y:966) to enter. Inside, head forward and you'll see some automatons around a pedestal with a sword on it. Attack the Automatons from the high ground for an advantage, then go down and loot the sword and head out of the cave. Head west to find another black ring camp (x:160 y:962), where you will want to persuade the black ring portalmaster to stop using his magic. Slaughter the entire camp, which will open up the way to a nearby altar, then head south and West down some stairs as the water recedes. You can kill the crocodile here, then head through the door.

You'll want to split up your highest Wits member and head all the way North with them. Jump to the platform with a corpse and loot the body for a key, then head East where there will be a room with massive trap. You want to make your way to the altar on the east side of the room (x:401 y:403) and interact with it, giving away your vigor and having your character cursed - but just cast bless afterwards to have it go away. Head North now and you can find a lever (x:359 y:433). To the west you can use the key to have a door appear to the north so head through for some exploration exp.

Travel to the Beach Waypoint and from there head South and when you see a broken bridge over lava (x:117 y:793) teleport yourself south over the broken bridges and lava to find Temple of Amadia waypoint (x:107 y:737). Climb up the vines next to the waypoint until you appear in a new map. Head North and teleport yourself to the next island over and activate the rune, then activate the east rune and finally the west one to open a portal to jump through. Now teleport a person to the island just north and then head south to activate the 3 runes and free the Knight of Amadia. Tell her there is nothing to fear and accept her gift, then follow her to the altar and interact with it for some exp - then you can kill her.

Return to the entrance and interact with the door, putting the gem in the slot to open it and find some goodies, then return to the waypoint. Continue following the pathway teleporting yourself, and once you hit the southeast spot teleport yourself down across the lava once again (x:153 y:707). Then head east and you will come across a secret cave entrance (x:181 y:685) - enter to get some exp before continuing on Eastwards to find the altar to Zorl-Stissa (x:200 y:681). Interact with it to end up burning so cast bless on yourself again.

Continue East to find the Shadow Prince who will ask you to put a device in the heart of the mother tree. Take a detour back to the elven temple and interact with the heart - where you fought the scion - to put the device in and return to the Shadow Prince to let him know. Make a save here. Afterwards, keep heading East, teleporting your party through the various little islands in the lava until you cannot teleport onto any more platforms eastward (x:352 y:695) and you should be able to climb up a vine. If you have 15 wits you should find a dirt pile you can dig up (x:377 y:693), then use the hole to find the secret door to the academy. If you try to enter the academy you need your party members to approve of it either by persuasion, or if you have sort of romanced them and gained favor that's another way. Once you do you will unlock:

Chosen

Convince all party members to let you ascend

Chosen
Online/OfflineSingle PlayerCooperativeMissable

And finally enter through the door to unlock both:

Back to School

Enter the Academy

Back to School
Online/OfflineSingle PlayerCooperative

Serious Academic

Discover the hidden entrance to the Academy

Serious Academic
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Reload and go North about halfway back to where we started and you'll find a black ring camp where you can buy your ultimate spells. You can also fight with them (x:236 y:766) - be sure to loot all the bodies. Then head East where you'll find the Door to the Dwarven Temple (x:323 y:748) to enter. Throughout this area are clay protectors that you cannot target or fight, but they will whack you unless you are a dwarf - so if you aren't, utilize teleport or the teleporting pyramids, but follow the linear path through the area and you'll come across a cursed knight to kill. Just focus him as all of the granite protectors will fall when he does. Use spirit vision and consume the spirit of the knight and then interact with the altar before exiting the area.

Teleport yourself West across the way and head Northeast to find the Watcher. Speak with her and tell her you have released the cursed spirit then you can kill her. Head North to find the Temple of Rhalic waypoint (x:236 y:799), and just to the East of the waypoint is a troll you can kill (you can cheese this by teleporting it to the lava ravine to the south!). Enter the cave he was guarding and interact with the altar. Put Alexander's head on the altar to open the way forward. Keep heading down to find the Sallow Man, give him Alexander's head and then choose to kill the godwoken. Realistically you just want to reposition yourself and kill him and his henchmen. After the fight, loot the enemies for a key and head to the south of the room and go through the door (x:85 y:221) where you'll find Windego to kill once again. Then head East to the war room and inside a chest (x:125 y:204) you will find the Haft of the Swornbreaker that you can grab. Teleport to the Lunar Gate waypoint and head East where you will find a bunch of pillars associated with one of the seven and you need to make them as following (Half diamond is moon, full diamond is sun and I go from the most Northeastern pillar counter clockwise)

  • Imp - Moon
  • Elf - Moon
  • Orc - Sun
  • Human - Sun
  • Wizard - Moon
  • Dwarf - Moon
  • Lizard - Sun

After they are all aligned, outside the Door to the academy (x:347 y:822) on the east side is a conductor and a lever. Hit the lever with an electric spell or put a phase capacitor on it and hit the lever to open the way forward through the door. Head forward to find a Voidwoken who will speak to you and IF YOU ARE FANE MAKE A SAVE and agree to rejoin the covenant to unlock:

The Promise

Swear to the Covenant

The Promise
1 guideOnline/OfflineSingle PlayerCooperative

Reload your save, and just attack the voidwoken. After going through the door to find the Academy of the Seven waypoint, lockpick the door to the west and go in to get some exploration exp. Head East to find the teachers hall. Note that if you want more exploration exp, go back outside and take the hidden entrance in the lava pits into the academy since it leads back to the teachers' hall. Inside this room use spirit vision and there will be spirits that you can talk to gain attributes at the sacrifice of another - note that only one character can do this, so choose wisely if you do.

  • Authority Master : +5 Memory -5 Strength
  • Intelligence Master : +5 Intelligence -5 Finesse
  • Wits Master : +5 Wits -5 Constitution
  • Finesse Master : +5 Finesse -5 Memory
  • Constitution Master : +5 Constitution -5 Intelligence
  • Strength Master : +5 Strength -5 Wits

Enter through the door to the south in this room and head through the portal. Head forward and use spirit vision and talk with the arena master before moving forward through the door to fight with some automatons and the massive guardian. Once you have completed the fight you will unlock:

The One

Become The One arena champion

The One
1 guideOnline/OfflineSingle PlayerCooperative

Make sure to loot the great guardian after the fight to get the Swornbreaker blade - then you can combine the Haft, The Blade and the Ancient tablet unlocking

At the Cutting Edge

Craft the Swornbreaker

At the Cutting Edge
Online/OfflineSingle PlayerCooperative

Return to the Arena master and speak with him for a reward, then return to the Lady Vengeance to give Almira the Swornbreaker. Return to the Academy of the Seven waypoint. Just to the North of here is a Seneschal that you can interact with and put a phase capacitor in to boot it up. He will teach you some backstory as well as be a book merchant for you. Afterwards, head into the room to the East and use spirit vision to see a bunch of spirits walking around. Find and speak with the the spirit of Taryan Graye to gain a quest then step on the foot pedal (x:606 Y:678), then press a button on the wall (x:620 y:684), followed by interacting with an Unusual Tablet (x:620 y:667) and finally hitting the lever to the East of the northern door. Go through the door and use spirit vision to see the spirit of Raedalus and tell him where Taryan is. Return to them and speak with Raedalus for your reward.

Return to the teachers hall through the south door and on the east side of the table is an Ancient Conductor (x:618 y:640). Place a phase capacitor on it (if you don't have one, there's tons in the academy to loot) and a beam will shoot out of a nearby pillar. Just follow the beam, redirecting the first reflector North, the second reflector West, the third reflector North and then head North from the third Reflector. Either place a phase capacitor on the ground conductors or use an electric ability to hit the lever for the barrier to come down.

If you want to do some last minute shopping or whatever may be, do it now because it's the point of no return for this chapter. Otherwise head through the downed barrier and speak to the eternal arbiter and tell it you are ready to be entered into combat. The point of this combat is to not let the other Godwoken escape, so slaughter them all. Do NOT use any source points in this fight as you will need them going forward. After you've dealt with the Godwoken, head forward to fight 2 automatons, then head forward to interact with the Wellspring where things won't go quite according to plan. After it plays out, make sure you grab your pyramids and distribute them accordingly. Head out only to have the Gods representing your characters appear. Refuse to obey the Gods to fight them. Note the lava eruption spots during the fight as if you are on those spots they will result in an instant death for whichever character. After you kill the Gods a Source Titan will appear and after you kill that you will unlock:

Deicide

Kill a God

Deicide
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After the fight you will still be in combat and have to make it to Malady's Beacon (x:-186 y:984) to end the chapter.

Chapter 6 - Arx

Follow the linear path out of the crash - making sure to speak to Tarquin about Anathema - until you come to a pilgrim camp with Jahan in it. If you are Lohse, speak to him, find the Arx Outskirts waypoint (x:356 y:52) and then head out the North path on the East side to find the Harbor. Proceed into the Harbor to have the Kraken attack and you'll have to fend it off either by killing all of the tentacles or damaging the head enough. After, go East on the North path onto the boat and loot some bodies to find a chest that will have a letter telling you where Dallis is. Talk to the shiphead to learn some information about Dallis and her crew. Head out West from the harbor on the middle path and you will come across Tine (x:359 y:122) who you can talk to about the wedding coming up, then kill her for more exp.

Keep heading all the way to the West, then south and you will come across some ruins (x:248 y:72) that have some enemies to fight in. Head back Northeast and then North across the bridge, but at the gate head West and kill the magister on the ground. Climb up the ladder and head North to have the high ground in a fight against some voidwoken, but make sure not damage any of the Paladins if you can or they get hostile to you. You might want to teleport one up to try and save them for a reward, and then just kill them for exp.

After all of your looting keep heading North and you'll come into the city of Arx and find the Arx City Square waypoint (x:281 y:266). Take note that if you cast spirit vision here you'll find a lot of spirits you can talk to to gain information about what's going on. Next, you want to head East to find the Barracks and to persuade Lord Kemm not to kill the Paladin. Keep heading East and go into the Barracks. Go South and follow it West into the last room there - move the crates in the southwest corner to find a hatch that is locked. To unlock it answer with the following:

  • Purity
  • Discipline
  • Order
  • Loyalty

In the room below, there are hidden buttons behind paintings so you will need to remove the paintings, then press the buttons in the following order:

  • Mind (x:62 y:7)
  • Body (x:52 y:1)
  • Society (x:59 y:26)
  • Divine (x:71 y:-1)

Some hidden walls will slide back. Enter the room in the south with the huge gold pile and go down the hatch to find a fight with 3 gheists. After the fight go around and read every report, book, journal and briefing you can because there is a plethora of information in this room, with exp and quests to start. In the northwest corner up some stairs is a lever you can pull to drop a ladder. Hit the lever to go into the next room to find Windego chained up in a source cage. Persuade her guards to let you deal with the situation and then use the device to lower the barrier and talk with her. When you have the opportunity to, do NOT kill her. Instead, show her mercy and she will reward you with a Charm Voidwoken skillbook and run off.

Go through the other exit and - in the southeast corner in a cell - you can find the paladin you saved earlier. Speak with her to learn some things and start a new quest, then talk with Warden Yona on the elevated Platform just to the Northwest to start another quest. Exit the prison cells now to the surface and you'll find a Magister laboring. Use spirit vision and either persuade the spirit to leave her alone or use source vampirism on it to get rid of the spirit. The paladin will give you a giant rune as a thank you. Continue back East into the Barracks and use spirit vision at x:363 y:244 to find the Spirit of Magister Wainslow. Speak to him and persuade him to give you some info on a different magister, then lockpick the door next to him and head south to the edge. You will see the body of the magister below. Teleport yourself down to him and read the book on his body, then enter the nearby sewers. Head North once inside to find the Arx Sewers waypoint (x:203 y:775). Head to waypoint Hall of Echoes and you can talk to Tarquin and confront him about his involvement in the resurrection of Braccus - he will hand you Anathema unlocking:

Anathema

Obtain Anathema

Anathema
1 guideOnline/OfflineSingle PlayerCooperativeMissable

Head back to the Arx Sewers waypoint and head south all the way around until you find a boy in a cage. Go around the area teleporting the corpses into the pentagram. Use spirit vision and source vampirism on the spirits, then light all of the braziers at once to have Karon appear and choose to fight him. Karon will probably combo down one of your guys to start the fight, so try to find a strategy or workaround for it. The rebirth idol is really good for this purpose. After the fight head back to the Arx Sewers waypoint and head to the far West room. Go down the ladder to the next level.

YOU WILL NEED BLESS, REGENERATION, HEALING RITUAL AND CLEANSE WOUNDS FOR THE NEXT FIGHT. Head forward to be ambushed by some voidwoken again but you will need to keep an eye on your characters - if they get the status "Infested" then you will need to use one of the previous spells to remove that status otherwise your character will be instantly killed on their next turn. Stupid I know. The Fog-Swollen crawler when it dies it will create Death Fog so be aware of that too.

Once the fight is done head through the East-side North passage to find a death fog crate room. On the east wall at x:468 y:632 you should find a hidden wall you can open and inside you'll have to persuade someone not to release the trolls on you (or you can intentionally fail and fight 3 trolls - personally I found it to be too bothersome) Once you do, talk to Big Tomorrah again and persuade her to sell you the painting and ask where she stole it from for more quests.

Note that from hereon you may be ambushed by some henchmen from "the Doctor" if you have not already been, but you want to travel back to the Arx City Square waypoint and save your game. Now dismiss a party member (unless you are running lone wolf duo) and go to the Hall of Echoes. On the East side of the ship you can hire a mercenary from Sergeant Zrilla, then travel back to the City Square waypoint with your mercenary. Head North from the waypoint all the way until the Cathedral where you can speak to Brother Lyle (x:296 y:446) about walking The Path of Blood. Keep moving North and watch a pilgrim attempt to do the walk and die. Once the doors open move forward and speak with the statue of Lucian - mention that you have not stolen, or killed the innocent, that you have not served the void and that you respect the soul and you will unlock:

Puritan's Walk

Successfully walk the Path of Blood

Puritan's Walk
1 guideOnline/OfflineSingle PlayerCooperativeMissable

Now reload your save, and keep heading West. Once you cross the bridge, go south a bit to find Trader Adam and speak to him to get another quest. Keep heading west into Kemm's Mansion and head into the south room where Cat the Appraiser should be. Talk to her and persuade her to tell you what she's doing there for another quest, then go back out of the room North then head West into the gardens. You can also find the Arx Kemm's Gardens waypoint. Right beside the waypoint to the west will be a hidden lever (x:148 y:306) that you can use to reveal a hatch (x:137 y:287) just southwest of the waypoint to lockpick and go down into. Inside the vault are some automatons that you will have to fight - and use source vampirism on to kill - then after the fight the Eternity Scroll can be found in the Northeast corner of the map. There is a hidden door on the east wall right beside the scroll, and in the next room there is another hidden door right behind the chest. In the next room, you will find the Portrait of the Divine, and the Cup of Kings can be found on the west side of the original room next to a throne.

Head to the south side of the room and use spirit vision to see a missing spirit portrait which you have already - so put it in and head into the room, then interact with the west bookcase on the southwall and use Tome of the God King to reveal a hatch to go down. Talk to Windego then head forward and talk to the source king. Afterwards put the painting Responsibility onto the altar and it'll reveal another hatch to go down. Head down the stairs and use spirit vision to see 3 spirits torturing Arhu. Use source vampirism on them in dialogue to release Arhu and have a fight break out. Make sure Arhu survives by teleporting him away and healing him when necessary. Linder Kemm will join the fight shortly into it. Once you have completed the fight, assuming Arhu survives you will unlock:

Cat Person

Rescue Arhu

Cat Person
1 guideOnline/OfflineSingle PlayerCooperative

Talk to Arhu and then head all the way back to the surface, returning to Cat the appraiser and sell her the 3 items she was looking for, and as you leave Kemm's estate an elf will tell you that you have a date with the doctor so let him mark it on your map. Travel back to the Arx City Square waypoint and head North and enter the Toymaker's building (x:282 y:301) and talk to him to receive an amulet and unlock

Toy Story

Persuade Toyseller Sanders to give you his amulet

Toy Story
1 guideOnline/OfflineSingle PlayerCooperativeMissable

Head back to the entrance of Arx and recharge the amulet by using source vampirism on some corpses, then return to the toymaker and you'll have to go upstairs to retrieve a scroll. Do so, but as you go upstairs some puppets become possessed and you'll have another fight on your hands. Afterwards head to the south of the room and interact with the desk. Deface the parchment with Giyora to open the desk and grab the scroll of atonement. Exit the Toymaker's house now and head to the Southeast corner of Arx to find the Schoolhouse (x:409 y:236) and inside talk with Beryl Griff about her husband. Lie and say he is doing well, then tell her you will take care of the junkies in the next room. Find your way into the next room over and you can either persuade Sister Scoti to get out or you can kill them all, either way return to Beryl for your reward.

Head North now to find the Doctor's estate (x:410 y:356) and if you are Lohse, Malady will take you on a sidetrail to weaken Adramahlihk. Accept and you will be transported to his home plane, where you just run along snuffing out every candle you come across. When you are transported back to the real world, enter the house, MAKE A HARD SAVE and go talk to the doctor with Lohse and this time make the pact with him to share the moment of divinity. Note that from hereon out we are going to the end game so any shopping or killing sprees or extra exploring should be done now. For the record I was level 20 at this point when I pushed forward, and I did not find the game too difficult. There's still a bit to do but I felt level 20 was good enough. Head back to the Arx City Square and head North back to the Path of Blood that we went to earlier for an achievement, and when you are in front of Lucians statue go to the West to find a button to use. Place the amulet in it and read the scroll aloud to reveal a hatch that you can go down into. Head forward to discover the Crypt waypoint (x:71 y:610) and keep heading North past it to find an altar. Just below it to the south will be a pipe - make a blood surface on the pipe, then interact with the altar and select to "move your hand a palms width along the top of the plinth" to start a pipe maze. The following picture is a solution:

Pipe

You basically have to guide each proper element to each other via a pipe maze, so there are various ways to do it, but after you have the pipes connected properly use the first option to have all of the surfaces reach their appropriate opposite side. Then cast bless on the blood surface on the grate, and the tomb down the stairs to the south of you should move revealing a hatch for you to go down. Head North through the door and be wary of the many, many traps as well as the source puppets that appear to fight you. What you need to do in this fight is run around the room hitting these levers in no particular order:

  • Potency (x:157 y:627)
  • Order (x:177 y:617)
  • Wisdom (x:147 y:628)
  • Empathy (x:151 y:621)
  • Righteousness (x:168 y:612)

Once you hit all 5 the fight will end and you can head through the barrier that dropped on the northwest side of the room. Go down the stairs and the narrator will tell you that moving on will be the point of no return. Head down and move forward - your friends from Lady Vengeance will offer you a prayer, essentially having your source spells cost you 0 source - so load up before the final fight, and make sure to redistribute resurrection scrolls and restock those idols. Head forward and unleash everything you have in the fight that's to come. There are 2 scenarios that will play out; you can not surrender your source and have to fight 2 stages of battles, the first one try to focus down Braccus Rex in disguise, or Dallis, then the second stage plays out in both scenarios. Surrendering your source goes instantly to the second stage of the battle where it's you versus Braccus Rex and the Kraken who summons some allies for Braccus Rex. Focusing down Braccus Rex in stage 2 will complete combat - you still have all of the previous enemies turned allies for this fight, so I would suggest to just surrender your source for the sake of simplicity. In stage 2 you can also cheese the fight by getting to places that the Sallow Man and Lord Linder Kemm cannot get to, or teleporting them there like the island to the south. After the fight the doctor will intervene and before you make a decision SAVE and then accept the doctors pact. Your main character will be split off from the group and you'll have to kill your former allies unlocking:

Angel and Demon

Share Divinity with the Doctor

Angel and Demon
1 guideOnline/OfflineSingle PlayerCooperativeMissable

Now reload your hard save just before you accepted the doctor's proposal and this time just straight up kill him unlocking:

Doctor: Heal Thyself

Defeat Adramahlihk

Doctor: Heal Thyself
Online/OfflineSingle PlayerCooperative

Now make your way back to the final fight. Once you complete it make a save and talk to all your companions. You have some choices to make. The following prompts and answers will lead to the corresponding achievements so just reload and answer to knock them all out.:

  • Take a deep breath, the... claim Divinity
  • Fulfill your destiny as the Godwoke. Become the new Divine

Risen

Ascend to Divinity

Risen
Online/OfflineSingle PlayerCooperative

  • Take a deep breath, the... claim Divinity
  • Give the Source back to all the peoples. Release Divinity into the world. When everyone is Divine, no-one is Divine.

One For All

Share Source with all of Rivellon

One For All
Online/OfflineSingle PlayerCooperative

  • Take a deep breath, the... claim Divinity
  • Allow yourself and all the world to be purged of its Source

Supreme Sacrifice

Purge Rivellon of all Source

Supreme Sacrifice
1 guideOnline/OfflineSingle PlayerCooperativeMissable

After the cutscene head towards the front of the boat and interact with the head and tell it you're ready to depart. You have officially completed the game!! Now assuming you did it on Tactician mode you will unlock:

Storyteller

Complete the game in Story Mode

Storyteller
Online/OfflineSingle PlayerCooperativeStackable

Sourcerer

Complete the game in Explorer Mode

Sourcerer
Online/OfflineSingle PlayerCooperativeStackable

Godwoken

Complete the game in Classic Mode

Godwoken
1 guideOnline/OfflineSingle PlayerCooperativeStackable

Divine

Complete the game in Tactician Mode

Divine
Online/OfflineSingle PlayerCooperativeStackable

Now for the ultimate test, time to re-do it all in honor mode!

Honor Mode

Before we jump into some honor mode stuff, I will say that the following achievements are tied to characters in game - so you need them to be your main character.

The Promise

Swear to the Covenant

The Promise
1 guideOnline/OfflineSingle PlayerCooperative

Tied to Fane. This achievement will take place in the Nameless Isle as you enter the Academy through the normal way, the voidwoken will ask you to join - so accept.

Angel and Demon

Share Divinity with the Doctor

Angel and Demon
1 guideOnline/OfflineSingle PlayerCooperativeMissable

Tied to Lohse. This achievement is one of the endings in the game and requires you to have Lohse as your main character as once you finish the last fight the Doctor will come in and simply honor the agreement you made in Arx and finish the last fight.

Honor mode works so that you have ONE save slot whether it's a hard, auto or quick save. So be aware when the game autosaves for you and - assuming you have played through once on tactician - you know what's to come, so you're more prepared with positioning. This is when you want to cheese/exploit the game's mechanics, attack from outside of range with spells and abuse thievery to get tons of gold & goodies. Do NOT be afraid to run from fights if it seems like you're struggling - but there are very few fights that should actually pose a threat to you if you're properly prepared and equipped.

You should really focus on one damage type - whether you're doing a lone wolf build or a 4 man party build, it's just more effective to not have to focus to different types of armor and cause status ailments that way. However, no matter what make sure when you get to Driftwood grab the Ashen Idol of Rebirth and make sure it is ALWAYS stocked because you never know what may happen - and it is basically a second chance at life.

Now there are many many different parties & strategies - and it comes down a lot to preference & playstyle - but I would recommend no matter what having your entire party, or at least 3 (and definitely both if you're running lone wolf) that are ranged. With this, you can abuse the AP it takes to close gaps for enemies, utilizing hit and runs and choking the enemy into a funnel by making surfaces. With that being said these are the two parties I employed:

  • Summoner/Aero (Ifan), Pyro/Summoner (Lohse *Main*), Geo/Pyro (Beast), Aero/Hydro(Sebille) - Full mage team, your pyros are your main output of damage and the extra summons really helps early game. Late game starting fights with source spells can be crazy. Make sure to use haste though as this party can be a bit AP starved during fight. This is what I ran during my tactician run. I also had 1 scoundrel in every member so I could grab the talent The Pawn which allowed 1 ap of free movement, hit and run really made things work as well as 3 teleports. I barely had any issues with fights where I could position my team before they happened. Make sure to grab torturer on your pyros to inflict status' on enemies regardless of magic armor.
  • Huntsman/Warfare/Scoundrel/Poly (Fane *Main*/Beast) - Lone Wolf Honor mode run, having tactical retreat/phoenix dive/cloak & dagger to just bounce everywhere helped immensely - especially to get to high ground places and you can just wallop enemies. Fights are such a breeze when you get arrow storm too. Make sure to grab executioner as a talent too that can make or break fights. You only need 1 (2 if going lone wolf) into huntsman early then make sure to pump warfare for damaged, and from there if you're good about getting high-ground you can invest into huntsman - otherwise ranged is the other good one. An investment point into scoundrel for cloak & dagger is nice, but I would max poly after warfare/ranged/huntsman due to the attribute point allocation. Speaking of which, you want to max Finesse ASAP, giving yourself enough constitution and memory when necessary and then after Finesse you want to max Wits ASAP.

Fort Joy

I would highly recommend being undead and grabbing the Deathfog barrel in the Merryweather (must have telekinesis) and using it on the front gate right after clearing all of Fort Joy Ghetto and a bit of the actual fort. I usually kill literally everything else before coming back to that fight because of the level 8 Gheists. Once you get past Fort Joy you can roll around doing everything fairly easy, assuming you did all of the quests but the difficult fights. I chose to do Radeka and then the Voidwoken last. Note that if you did kill Alexander via Deathfog then when you get to the end you'll fight JUST the drillworm, and then Alexander's henchmen but he will be dead.

Merryweather

You can sort of cheese the fight by creating a barrel barrier at the stairs before you activate the cutscene, forcing the enemies to go the long way around or blocking both sides off. Enemies still have ways to teleport but it creates a better barrier. If you are using Fane you can use his source skill to make Malady take 1 less turn but taking out the Gheists are key as their backstab does a lot of damage, so look to take them out first.

Reaper's Coast

Make your way through Driftwood, beyond a measure of doubt you WANT to get those rebirth idols. Note that you can have one more than however many party members that you have from doing the quest, and then stealing/killing her for an extra. I would suggest leaving the arena until last, even making your way into the Driftwood fields beforehand for some easier exp before making your way to Mordus. You may need to do several reloads in the egg room due to the close quarters and pure amount of enemies that throw themselves at you - but if you can take down the 3 major baddies, the rest should fall easily enough. Just be aware they explode. If you use an idol in combat, don't forget you can combine to restock while in combat. The only other fight that may throw you off will be the troll fight. Just keep your distance and tie them down with status ailments, and don't forget to deactivate the regen. The next fight that might cause some issue is saving Hannag's apprentice in the Blackpits as there is just a massive amount of enemies. Keep an eye on the apprentice as you may need to throw him some heals or teleport him elsewhere. The next obviously difficult fight is against the Aetera, but if you're properly equipped and using Fane (as the guide suggests) than you can combo her down after her first turn using Time Warp with Fane alone or both your characters if you're lacking the DPS, and the rest of the fight should be relatively easy.

Nameless Isle

The fight against Alexander might be a tad difficult, but if you focus on Alexander, the rest of the fight becomes a breeze due to the lack of Faith Aura. The fight in the Arena should be simple since you can - for the most part - stay out of range of the Great Guardian and kill off the smaller guys, and still hit the Great Guardian if you utilize the high ground around the arena with Skyshot if you're rangers, or AoE if not. The only other fight worth mentioning is the God one simply because if you are not properly equipped you will have a bad time, but I found it to be easy with the source skills stocked up properly, and positioning knowing it's coming.

Arx

The fight on the outskirts of Arx can actually be a bit bothersome, but if you stick to the Northside of it you can actually climb up to where some of the outcasts are and have a somewhat even fight. In your fight against Karon, it is a guarantee that one of your characters will die when he unloads all of his spells, so make sure to restock that rebirth totem midfight and take down Karon asap. Another fight worth mentioning is the one in the sewers against the voidwoken that can infect you. Make sure you are properly equipped for that spell-wise. Next up is the fight against Kemm since you are also doing your best to keep Arhu alive, and Kemm and his henchmen can be a bit of a pain due to the deflection that he possesses, and the close quarters allowing enemies to close distance fast. This fight might be a save every turn if you're running dual rangers since some attacks will hit and others will deflect if you're running dual rangers like I did. Another hectic fight is the doctor, especially without weakening him if you are not playing as Lohse. I actually elected to skip this fight entirely because I was getting stymied at every angle. Finally, the last fight can be a bit bothersome depending on the Kraken as he has the capabilities of 1-shotting a party member - but as long as you skip the first part of the fight and jump straight to the kraken it shouldn't be too insane a fight as long as you focus on Braccus Rex.

Also like the first Divinity Original Sin, if you have a friend, or someone who is willing to save their Honor mode save with you then you can load it up and bang it out.

When you complete Honor mode you will unlock:

For Honour

Complete the game in Honour Mode

For Honour
1 guideOnline/OfflineSingle PlayerCooperativeStackable

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