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DIVINITY: ORIGINAL SIN (2014, Larian Studios)


Walkthrough/FAQ
Copyright 2014 E.C.
Contact: Jedy678 (at) gmail dot com
V 1.02 9/2/2014
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Table of Contents:
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Introduction (INTRD)
Tips for Beginning (TPSBG)
Some Basic Battle Strategies (BBSTR)
Full Walkthrough (WLKTH)
Spoiler-free/bulleted walkthrough (SPFWT)
Blood Stone Locations (BLSLO)
Side Quests (SDQST)
--Side Quests in Cyseal (SQCYS)
--Side Quests in Silverglen/Hiberheim (SQSLV) *incomplete*
--Side Quests in Hunter's Mark (SQHMK) *incomplete*
Most Useful Crafting Recipes (MUCRE)
List of Crafting Recipes (CRRCP) *not yet added*
About Blacksmithing Tools (BLKST) *incomplete*
--Furnace
--Anvil
--Whetstone
List/Description of Homestead Rooms (HMSTD)
Character Customization (CHARC)
--Class Listing and Analysis (CLSSS)
--Analysis of Magic Schools (SKLLS) *incomplete*
--Talents Listing and Analysis (TLNTS) *Listing only*
Abilities and Attributes (ABLAT) *not yet added*
Skillbook Vendor Locations (SKLBK)
Special Thanks (SPTHK)
Version History (VERHS)
Contacting Me (CNTCT)
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====================
Introduction (INTRD)
====================
Welcome to my walkthrough/FAQ for Divinity: Original Sin! This is a complex
game with tons to do. As you start the game, I've included several side
quests that give good experience incorporated into the main guide. As the
side quests become more varied and with better loot, you may want to pick and
choose which to do at what time. See the side quests section for a list (not
yet exhaustive).
WARNING: This guide contains major spoilers!
This guide contains solutions to many of the game's puzzles, and as such,
will

not always go into great depth about story matters. If you are simply
looking
to advance in the game, then this guide was intended for you. Enjoy the
story
and mysteries at your own pace, and consult this guide if you become stuck
for
straightforward solutions.
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Tips for Beginning: (TPSBG)
============================
- Explore everything. All containers (crates, barrels, tree stumps) have the
chance to contain loot. Most loot outside in towns is free to take, UNLESS
your mouse icon turns red when hovering over them.
- Design a balanced party that covers all the major skills.
good crafter/blacksmith.

You'll want a

- Keep the two main characters as your primary fighters, and use your
henchmen
as crafters, pickpockets, lockpicks, or barterers. They do well as
"support."
Jahan is a wizard, while Madora is a knight, but you can branch out their
skills easily.
- Empty Potion Flask + Penny Bun Mushroom = Minor Healing Potion. This will
be one of the most frequently used crafting recipes, so steal any and all
empty flasks you find. You can combine two minor potions to make a medium
for
use in battle. As you level up crafting, you can make the biggest healing
potion by combining any 2 healing potions of the same tier (for example, weak
+ weak or large + large).
- Crowd control is king. Get as many freezing, stunning, knockdown, and
poison spells as you can. You'll often fight groups of up to 8 monsters, so
taking out a few for two turns or so will save your life.
- Loot and sell all paintings, light gold cups, etc. They have no purpose
but
to make you lots and lots of money. They'll be your primary income source,
along with weapons and armor you can't use or don't need.
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Some Basic Battle Strategies (BBSTR)
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If you give both your fastest and slowest (based on initiative points)
characters the Teleportation skill, you can bring in an enemy, attack it with
your hardest hitters, then send it away before your turn ends. This ensures

maximum damage to them without strong retaliation.


Midnight Oil creates a circle of oil on the field which slows enemies. Use
any fire-based spell to turn it into a flaming surface, which will cause good
damage to anything traveling over it (even you if you walk over it), except
enemies that are healed by fire (there are not many).
Man-at-Arms users can use Battering Ram not just to attack, but to close a
gap
between them and an enemy, or to escape. The skill can potentially cover a
very large distance.
Poison clouds can be ignited with a fire-based spell, but will violently
explode, dealing more serious fire damage to all contained near or in them.
Use rain before a fight if you expect to use electric spells. Any parts of
the terrain that form puddles as a result of rain, when struck by an electric
spell, will cause the entire puddle to deal damage as well as stun anything
standing in it.
If you only have one healer, a weak healer, or your healing skills are on
cooldown, using any size potion only costs 3 AP and can easily heal more than
a skill. You could easily make potions your sole source of health recovery,
provided you can buy enough of them or craft them.
There is a small distance over which you can walk during battle that will not
cost any AP. This distance increases with a higher speed stat. You can use
this to reposition yourself, for example, around a corner, or facing through
a
doorway to reach enemies just barely out of your line of sight.
Finally, always start battles pre-emptively if possible. In other words, you
can toss oil directly under an enemy without provocation, or use rain just
before zapping them with electricity. Spells like these that change terrain
or weather do not cause damage and therefore do not cause battles to begin.
You can also summon a fighter (several classes can do this) for your party
just before striking the enemy. Your summon will last only 3-4 turns instead
of the usual 5, since "turns" pass very quickly outside of battle, but this
kind of tactic can save you.
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Walkthrough (WLKTH)
===================
This guide uses X/Y coordinate markings to help guide your adventure.
coordinates are always displayed in-game just below the minimap.

These

Any time compass directions (north, southeast, etc), given, it's in relation
to having the minimap displayed with north pointing straight up. Normally
you
can only rotate the game camera through a small angle. However, you can and
should unlock full 360-degree rotation under the Options -> Game menu, as it
makes orienting and searching much easier.

Any time directions are given in common terms (left, right, forward), it is
from the perspective of the character.
Let's begin!!
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Outside Cyseal
==============
As the game begins, you'll customize your characters using any of the desired
classes available (for detailed analyses, push Ctrl + F, then type CHARC).
You can go with the pre-made character builds and they'll serve you fine, but
feel free to change any and all attributes about the character, including the
skills they know and what talents they begin with. When you're satisfied
with
your characters, move on. Watch the introductory cutscene. You'll begin on a
beach outside the town of Cyseal.
Advance forward, checking the various crates and boxes by left-clicking; you
can auto-loot with the space bar.
Up ahead, you'll come across a corpse, which you should loot as well, as it
holds one of the few non-randomized loots in the game, a Rain Spell Scroll.
Head up the stairs around the corner and you'll engage in a battle.
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First Battle!
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This is a simple battle to get you used to using the battle system. Use
whatever skills you currently have that deal damage to defeat the three
enemies. Should you lose a lot of health, use the red health button at the
right-hand end of your skill bar. It costs 3 Action Points (AP).
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After this battle, you have access to the optional tutorial dungeon, which
can
be accessed by going northeast (from your perspective) after the battle ends.
If you want to skip the tutorial, simply continue forward. At the branch,
you
can head to the left where you'll meet Ishmashell, a giant clam. If you
choose to return him to the ocean, he'll give you a treasure chest containing
random treasure. You'll get some experience as well. If you choose to keep
him and sell the pearl, you'll get him as an inventory item. Sell it!
Get the waypoint shrine at X: 403 Y: 74. You can quick travel between these
waypoints at any time as you discover others, by clicking the small icon on
the far right of the HUD. Continue forward and you'll encounter two drunken
city guards. If you choose to fight them, you'll get more loot and gold. If
you don't fight them, they'll help you in the next battle shortly. Since
they're easy, I usually kill them. Follow the same general idea as in the
first battle.
Once you reach the edge of the terrain overlooking the battlefield, you'll
have the option of engaging the enemy however you wish. You can sneak up
behind an enemy if you have a rogue, or you can attack from far away with
ranged or magic users.

You'll want to take out the smaller guys and use status effects to your
advantage in every battle. If you can chill or slow enemies, do so.
Stunning
and blinding are both great crowd control methods. Once all enemies are
dead,
hold down the ALT key to see what loot has dropped and pick it up. Approach
the bridge leading into the city but head left to a little alcove containing
more treasure, and you'll be rewarded with "exploration XP." As you cross
the
bridge, an NPC named Arhu will speak with you about your purpose in the city.
Answer however you wish, then head into the city. On the left, you'll see
the
harbor with docked ships, including one in the far south of the harbor that
is
on fire.
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SIDE QUEST - Extinguish the flames on the boat!
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If you've been looting everything, you'll likely have a scroll that causes
rain. Casting the scroll over the burning ship will cause the flame to die
out. Alternately, have a hydrosophist use the skill "rain" on it. and you'll
be rewarded with more experience. If you don't have the scroll, you can find
it somewhere for sale, or if you've got a hydrosophist, can learn it very
soon
(as soon as you get to the vendor, most likely). Return when you've got the
spell to get some experience.
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You can loot many of the crates and boxes in the harbor area, as well as many
fish racks for food. At the far south-western area, you'll encounter three
men, Louis, Max, and Philip, looking for work. Speak with them to begin the
quest "The Shipless Sailors."
You can also visit the armory, which is directly across from the harbor area
to the east. If you place your mouse over the objects here you'll see a red
icon -- this indicates you must steal this item, since it belongs to someone
else. You can press "C" to enter sneaking mode, and if nobody is looking in
your direction, steal without difficulty.
=================================
STEALING FROM EVERYONE - A Primer
=================================
Double click one of your character portraits to take control of that
character, and then speak to an NPC, coming from the direction opposite that
of the item you want to steal. The NPC will turn to face you, putting his
back to the desired object. Double-click on the other character portrait,
and
taking control of that character, pilfer the object. Once you get a full
party of 4, you can "stall" 3 NPCs simultaneously to steal nearly everything
in every room.
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You won't be able to enter the storage vault behind the guard at the moment,

since it's sealed with a magical lock. However, you're about to get one (see
next paragraph). Once you're satisfied, left the armory, head north and
east,
and follow the stairs up into the city of Cyseal.
To advance the story, head to the north-east part of town at X: 357 Y: 234,
where you'll find the Legion Commander's office. On the first floor, Aureus
sells skillbooks for Man-of-War users. Talking to him will allow you to
examine the crime scene at the Inn. He will also give you the side quests
"The Scaredy Pact," "Lost Archaeologist," "Legionnaires at the Church," and
"The Undead Scourge.
Head upstairs
northern part
he'll let you
Arhu also has
have to steal

to meet Arhu, who suggests you go to see the mortician in the


of town. If you joined the Fabulous Five, talk to Arhu and
take the operator's manual on the desk in the back of the room.
a Magical Unlock spell for that door in the armory, but you'll
it from him.

Head to the Inn/Tavern at X: 242 Y: 179 and talk to the man standing just
outside the entrance. Enlist in his group to receive the quest "The Fabulous
Five." Next, go to the guard in the back of the first floor to enter the
crime scene. Upon entering, you'll be transported to The End of Time. Note
that if you visited Thelyron's place before now, you'll have already done
this
part of the story. In this new area, talk to the goblin, then activate the
shrine behind you to teleport. Walk forward with the goblin to The Weaver of
Time. Speak with her as well, then report back to the goblin. You'll now
have access to 2 pyramids that are connected with each other. You can "use"
them to teleport party members to each other if they are separated, and you
can throw them across traps and pits and then use the other pyramid to
teleport past danger.
Once you return to the crime scene, open the chest by breaking it or picking
the lock to find evidence. Head to the graveyard at X: 227 Y: 234 to dig up
Jake's body, using the shovel in the eastern part of the graveyard on his
grave. Inside you'll find a backpack in the form of a sheep carcass, but no
Jake. Be careful not to dig up the grave one spot to the right; it's got a
level 8 enemy. Same goes for the grave behind you at the opposite end of the
graveyard.
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SIDE QUEST - The Philosophy of Death
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Dig up the grave TWO spots to the right of Jake's, and you'll see a ghost.
He
asks you three questions about his book. Choose the second option twice
(concurring with your partner twice as well), then the first option, and
you'll have passed the test and be rewarded with a treasure chest.
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SIDE QUEST - The Graveyard's Underground Passage
================================================
Dig in the center of the graveyard (where you can mouse over a mound) and
you'll undercover a passage. There are some enemies down here, and the path

branches off. If you take the northeast branch at the fork, you end up
outside of Cyseal near an abandoned house which has some loot. Notice there
is a hidden chest next to the black rocks on the left side of the mouth of
the
passage where the fork begins. You need high perception to see it. Take the
southwestern ladder right around the corner from the fork, but be sure to
grab
the key in the bucket just next to the ladder. Anyway, you'll end up in a
room full of traps!
Send one character in to make this easier. Have one character run straight
through the door and grab the chest on their right, against the wall. You
can
safely walk through the back of the room, and you'll see a lever in the
northern corner. Behind you is a chest. Walk between the wall and the chest
to avoid another trap, then unlock the door.
You can't really avoid the pressure plate in the next room, so just time it
and run past the fireballs. Grab the key on the shelf (avoiding the
exploding
trap directly in front of it on the floor), then unlock the door at the end.
Grab the stuff in here, then rejoin your party with the pyramids so you're
all
in this final small room. Note that you can right click an item and send it
to another party member regardless of distance. Up the stairs!
Bet you didn't expect to be here, huh? Grab all the treasure. There is a
skillbook to the right of fireplace. Exit by clicking the painting near the
door, then hitting the switch behind it.
If you return to the passage and take the farther southwest fork, avoid the
traps by clicking past them on the ground and your characters will
automatically circle around them. Grab all the loot and treasure chests,
then
climb up the ladder. This is a chest you may have seen coming into Cyseal,
and has skillbooks inside! Now just warp out of here and you're done!
===========================================================
The building northeast of this building is the Cook's House. Look to the
right of the front entrance for a well hidden chest in the alcove. Inside,
there's a trapdoor with some good food, and an upstairs floor with a weapons
vendor.
Next, go to Esmerelda, who is in the building directly west of the
Commander's
Office.
Speak with her. Go to the stairs and up to the second floor and
loot the "key to Esmerelda's place" in the center area. Back downstairs,
enter the closest door right behind the staircase (sneaking if needed) and
loot the first room, then go to the second room to find evidence in the form
of a book about murder. Head down the trapdoor next. Down here, take the
hams on the right side wall at the entrance and click a hidden switch that
was
under them. You'll find a new area and a bloody dagger inside, as well as
other loot to steal. Go back upstairs and talk to Esmerelda, presenting both
pieces of evidence. She'll suggest you go to see Evelyn who is at Thelyron's
place. If you want, you can go to Aureus now and have her arrested, or you
can go to Esmerelda's place yourself.

At Esmerelda's place, talk to Thelyron to learn that she left in a hurry and
without her bag. Go into the adjacent room to grab her bag, which has a key
inside. Go to the small building directly west and unlock the door with the
key. Open the chest inside to learn of a hidden lab. Also grab the journal
on the shelf.
Your next destination is her secret lab, northwest of town.
shopping, then leave through the North Gate.

Do any final

============================
Path to Evelyn's Secret Lair
============================
At the broken-down wagon just north of town, head left, sneaking by thea
zombies if you don't want to battle. At the fork, head north. You're aiming
for X:272 Y:370, which is the entrance to the passage towards Evelyn's Lair.
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SIDE QUEST - The Lost Archaeologist
===================================
Just west of this northern path at X: 149 Y: 255, there is a building.
Inside
you'll find Wulfram, who asks for an escort back to town. Accept, and you'll
engage in two fights. The first is against a single enemy, while the second
has several enemies. Both fights are simple. Return Wulfram to town, and
you
can later find him at the tavern. Turn in the quest to Aureus for
experience.
===========================================================
Farther north, you'll engage a large group of undead enemies.
you'll see a strange rock formation. Enter the cave.

Just past them

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SIDE QUEST - The Fabulous Five / Arhu's Failed Experiment
=========================================================
Inside the cave, you'll encounter three NPCs. Advance forward and engage in
a
battle. Farther up, you'll find the robot you need to destroy.
You can destroy the boss by attacking, or use the self-destruct code in the
manual to instantly end the fight, but you won't get any reward for doing
that. If you want to destroy it, the boss can be frozen, but is resistant to
other forms of crowd control (CC).
After winning the fight, turn in the quests at Cecil's Office (east of the
tavern) and Arhu (basement of Commander's Office building).
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Go forward past the robot and exit the cave, heading down to the beach at X:
69 Y: 291. You must read the Reveal Spell document in your inventory to open
the passageway. Enter the new area.
Inside, you'll be spotted by a single enemy.

Engage and kill him before he

flees. Up ahead around the corner, you'll see four orcs. Talk to them, and
you can either let them pass, or attack them for loot. Enter the next area.
Fight a preliminary battle here. Cultists will come out of both alcoves, so
position yourself far from them. Afterwards, beef up your defense and head
down the stairs to the boss.
=========================
BOSS - Evelyn and Minions
=========================
This is the toughest fight so far in the game. There are exploding monsters
and heavy-hitters. You can get an edge by placing terrain effects down
before
or at the start of battle. Alternatively, summon a monster near the enemies
so they are lured to it. Just like the Lighthouse battle, take out the
exploding monsters first because they'll damage the other enemies. You can't
use fire though, so use other spell types to damage them. Keep your distance
throughout the fight, taking out the giant next. Finally, whittle down
Evelyn's HP and win the fight.
===========================================================
There is important story stuff next when you talk to Dead Jake. He returns
to
the graveyard afterwards. Loot the room and make sure you have Evelyn's
Amulet in your inventory. Your next destination is the forest.
==============
Luculla Forest
==============
To get there, warp to Cyseal - North Gate, then exit north. Take a right as
you exit, then take your second left, which will be just across the river.
Head north along the riverside path to reach the entrance to Luculla forest.
At X: 332 Y: 406, you'll encounter an Incandescent Walker. Make sure to use
water skills, and freeze him with Chill for an easy fight. Just north you'll
find the Silverglen Waypoint and an Inert Stone. If you now warp to The End
of
Time, you'll have access to the Hall of Heroes where you can switch your 2
henchmen characters.
At X: 314 and Y: 437, you'll find the bridge to the next part of the map,
Luculla. First, stop at the waypoint, and you might start a conversation
with
Samid. Heading northeast from the Waypoint, you'll find Silverglen on your
right. If you'd rather just continue, skip over the next section.
==========
Silverglen
==========
Places of interest:
--Nadia's Shop: X: 66 Y: 88 - Weapons and Armor
--Tavern (all spellbooks/other item vendors) X: 72 Y: 125
Directly in front of you you'll find Arhu in his cat form once again. Next,
enter the nearest building, the chapel, and speak with Loic. He asks you 3
questions before you can join his group, The Immaculates, so answer 1st, 2nd,

then 1st again.


locked cellar.

He will leave and you can explore the room, but not the

There's not much to do here yet, but you can stop in to talk to Lawrence on
the raised house on the east side of town. You'll have a new journal entry
regarding the mines. All in good time.
==========================
To the White Witch's House
==========================
We'll advance the story for now, so head out of Silverglen and head in the
opposite direction (meaning, head east) from the waypoint until you hit an
house surrounded by a large sphere. Go talk to the mushroom to the left of
the house. You can either kill the two to open the sphere, or you can go
hunt
down the spell that removes the barriers. Since it's nearly impossible to
defeat the two mushrooms as every attack on them causes one more to sprout
up,
you're better off getting the spell. However, it's worth it to quicksave
them
attempt to fight them, as it will save a lot of time.
To get the spell, go to X: 232 Y: 123. you'll have to fight a pack of drunk
goblins and two pestilent plants. This is a very tough fight, so try to stay
at a distance and use crowd control whenever possible. Poison will heal the
plants, but you can use fire to great advantage if there is poison on the
terrain. Save stating during the fight is also recommended.
After the fight, head up to the mound to the left of the battle are. Avoid
or
disarm the three mines, then shoot the ooze barrel from a distance to make it
explode. Either time your run between the fire shot traps or throw your
pyramid to the chest and use the other pyramid to teleport to it. Open the
chest and dig just next to it to get the spell, then head back and use it on
the cottage by warping.
Next, enter the cottage, loot it, and step through the green mirror. Examine
the dark northwest corner for a switch, and then click on it to open a new
path. Inside the tunnel, loop around the western area and you'll engage in a
group of cultists. It's helpful to sneak attack from the hill, as the
enemies
will focus on the boar. If you have Pet Pal, talk to the boar after the
fight, and he'll help you sniff out the treasure chest. It's difficult to
keep him alive throughout this floor, but he isn't necessary to progress. As
you engage in several battles, you'll fight the boss.
===============
BOSS - Vaelanna
===============
Loot: Cultist Spell
You don't have a lot of room here, so it's useful to retreat if needed. A
Rain + Chill combo works best here, and the close quarters means lot of
friendly fire. You'll want Earth or Poison resist spells here because
Vaelanna will summon at least 2 Earth Elementals. A Destroy Summon spell
will

help out a lot too.


Vaelanna herself isn't anything special, but the amount of enemies can easily
overwhelm you. Try to use re-positioning spells and keep the terrain in your
favor. If you find yourself dying or losing a lot of health, make a few huge
healing potions before the fight. I ended up using 4 for each of my
characters.
===========================================================
Loot the spell scroll that teleports you to Hiberheim. Enter the water nearby
at the end of the passage and use the spell scroll.
=========
Hiberheim
=========
You'll start off west of the waypoint shrine, so go up east and grab it.
There
is a moonstone hidden just to the left of it. Down the hill to the southeast
there is a chest. The northern passage is blocked for now, so head west.
The
path to the west is also blocked off, but there is a pressure plate in the
rubble in front of it. Have one character stand on the plate and send the
others through, then use the pyramid to rejoin them. Hitting the switch on
the other side will disable the gate and also drop down some Mecha-Rodent
Betas.
These enemies will self-destruct at random, running into you and exploding.
Electric spells are the best here, while fire spells do nearly nothing. They
are also immune to poison.
At X: 279 Y: 28, you'll find a treasure you need to dig up. Get the Tiny
Golden Key. Next, head northwest to X: 262, Y: 21 and pull the lever here,
using the key you just got to unlock it. You'll trigger a fight with 2
Mecha-Roosters. Teleporting them north past the level will instantly kill
them, but I don't know if other elements will do the same.
Up ahead, the poison clouds are timed, or you can use a crate or barrel from
your inventory to deactivate the pads. You'll encounter Almina here. Just
past her and the poison cloud is another chest.
===========================================
Hiberheim - To the Winter Forest and Prison
===========================================
Average Enemy Level: 11
At around X: 403 Y: 108, there is a pack of Level 11 Wolves to fight.
Head out along the southern path of the map and a statue will set off a trap.
You'll have to use your pyramids here, so throw one over the trap then use
the
other to teleport to it. In front of you are some land mines which you can
disarm or walk past. Take the northern offshoot for a chest, where you'll be
ambushed by many Mecha-Rodents. It's well worth it to use Rain and Blitz
Bolt
in combination here, because the enemies are grouped so closely that they'll
likely be stunned in groups. Dust Devil is a great skill to use here to take

out several enemies at once as well. When they're gone, head back down and
go
east. The far path here at X: 395 Y:34 has lots of boxes but the barrels
will
explode if you touch them, so take them out at a distance before looting.
The
switch to open the nearby gate is at the top of the hill, so use your pyramid
trick again to get through. Despite the weather, freezing and burning both
work great here.
Southeast at X: 431 Y: 97, you'll come across an elemental frozen in ice.
Melt the ice with a fire spell and make your selection during the dialogue.
If you side with the elemental, you'll have to fight the Snow Wardens, who
are
invulnerable to freezing, but will frequently freeze your characters.
They're
easily knocked down.
Talk to the elemental and he'll tell you how to find the prison where the
White Witch may be.
About halfway up on the left side you'll come across a camp of Immaculates
and
their leader. If you place oil on the campfire, you can deal some damage to
them before they spot you. Since they only have a narrow path to come to
you,
you can use piercing ice shard to freeze up to 3 or 4 of them at once, which
makes the battle much easier.
Notice
it up,
to the
Shaman

that there is a Prison Hatch identified on your map. You need to dig
right by the big rock formation. There's also a chest around the bend
north. You may be ambushed here by a big pack of Wolves and a Snow
after getting the chest.

The following lists other battles and optional treasures to be found in this
area:
At X: 411 Y: 147, you'll run into a small group of travelers. If you use
charm in the dialogue, you won't have to fight, and you'll learn a new recipe
for future use.
At X: 439 Y: 208, you'll come across another jailed prisoner, Haizea, and
will
have to fight more Snow Wardens. He'll help you for this fight. Note that
the Snow Wardens can be silenced to make this fight a lot easier. Haizea is
after a rift spell, which you'll need to find first before he tells you where
the prison is.
At X: 409 Y: 207, you'll see an Ice Crystal which you can melt with a fire
spell to reveal a chest.
At X: 331 Y 234, you'll find another waypoint. To the east you'll find some
elementals attacking each other, so you can sit back while they kill each
other and then pick off who's left. If you can manage to teleport the ice
elementals into the corpse of the fire elemental, you'll deal significant
damage to them.

Move north past them to find a waypoint in the northeastern corner where the
flames and spikes are. To the west, you'll see more elementals engaged in
battle.
Just north, you'll see a Level 12 boss, The Guardian. He's not worth killing
right now since you'll do about 20 damage per attack and he has an insanely
high HP. If you want to try, read on.
===========================================
BOSS (Optional) - The Guardian (HP - ~2700)
===========================================
This boss can be tamed like you learned earlier using Tenebrium Ore and a
branch, but you'll lose out on the XP if you do this. He's weak to fire
damage and not much else, but he has incredible defense. The best strategy
here is to use distancing spells like Teleport to keep him from attacking you
physically. Use all fire spells you have and keep outrunning him if
possible.
If you have trouble, come back later when you're stronger or have that taming
stick.
===========================================================
Even farther north you'll see two fire elementals.
freeze both of them indefinitely!

Piercing Ice Shard will

To the west of here is yet another waypoint shrine. At the point north and
equidistant between the Hiberheim North and Hiberheim Castle waypoints is a
goblin who will tell you more about the area.
North of the Castle waypoint is a group of immaculates, whom if you talk to
using reason, you can trade with.
When you're all finished here, head back to the secret hatch that leads to
the
prison.
======
PRISON
======
Guaranteed Loot: Ice Wall Skillbook (Near chest at entrance)
Hang a right (character's perspective) to come across a chest on ice, which
you can safely walk across by sneaking with "C."
The path ahead is full of mirage traps, but also has many real traps that
will
kill you quickly. Your best bet is to take them out in groups, using any
spells you can to set them off. Afterwards, get rid of the fire with Rain
and
blow up the poison with fire spells, or simply use Tornado (a spell scroll is
more likely to have been found by this point than the skillbook).
The path ahead diverges into two paths that will quickly rejoin at a
lightning
cloud. Use one of the barrels or the chest down the slope to place on the

pressure plate that disables the cloud.


climb the ladder at the end.

Continue blowing up any mines, then

To escape this cell, use the character with Pet Pal to talk to the rat, then
give him cheese. If you don't have any cheese, go to town and buy some.
Alternatively, dig at the eastern corner of the cell to move over to the next
cell, then exit. You can actually speak with the Iron Maiden in the northern
corner here! Do that, then attack it, because it's hiding a blood stone.
You
have to loot the Imp inside of it (ew...)
Up the stairs to the southwest, you'll meet a quick death if you move in
front
of the statues. Make sure to save here (F5). Use a character with sneaking
or
invisibility. Another way to get past this is to use Featherfall or Teleport
as long as 2 characters have either ability. Move one character to the
central, circular gate on the floor then have him teleport or featherfall the
other 3 from the lower stairs to the higher stairs, then use the pyramids or
another teleport to move your last character past the trap.
For getting past this annoying trap, you'll be rewarded with a waypoint
shrine, Hiberheim Prison.
At the landing, you can easily grab the chest by using Featherfoot or
Teleport
instead of attempting to sneak or throw the chest away from the statue. Up
ahead you'll come across the witch. We need a special item to free her, so
warp back to the Hiberheim Castle waypoint.
===========================
Hiberheim - Into the Castle
===========================
Average Enemy Level: 12
Head northwest to where the statues are and you'll trigger 2 fights with Ice
Elementals on the bridge. You can also sneak past these fights, but they are
easy and the XP is great.
The door above is locked,
Warp to Hiberheim North.
Immaculates with 2 wolves
AoEs are crucial here, so
An elemental at your side
attacks so armour potions

so you need to head north to find a way to open it.


At X: 351 Y: 380, you'll see a group of 8 Level 11
guarding a door. You must defeat them to progress.
use Cursing or Blessing spells and heal frequently.
can help too. You'll be facing a lot of physical
are good here too.

Move inside the forge and talk to the people at the end.
===================================
BOSS FIGHT - 4 Enlightened Initiate
===================================
Fire does almost nothing here, so stick to other spells. Note that these
guys
can still be poisoned, so use that to your advantage. They can't be frozen or
stunned either.

Get the chest on the right side after the fight. You'll also get the spell
you need to take down the barrier, so head back to the castle gate. Head in
and speak with the boss.
========================
BOSS FIGHT - King Boreas
========================
Level 12
Notice the four statues around the outside of the area. If you destroy them,
they will nullify the boss's resistance to that element. If you speak to the
boss with one character and then send the other 3 around the room breaking
the
statues, you'll start with a huge advantage.
Boreas will summon Ice Elementals onto the field during his second turn.
You're pretty much stuck using either Physical or Poison attacks if you
didn't
break the statues, as all other elements will only heal him.
A few more turns in, he'll summon fire elementals and change the terrain to
fire, which you should put out with Rain. Just keep beating on him paying
little attention to the summons.
In 2 or 3 turns he'll summon Lightning elementals, and then Ice elementals
again after that. The pattern will repeat like this forever, so you need to
manage the elementals while you whittle down the boss.
After the fight, you need to get the blood stone here. From the doorway
that's still glowing blue and is locked, look to the right near the green
statue, and look on the wall. There is a part you can click on. The answer
to its question is "Lurrean." Enter the treasure room, but don't go up the
stairs. On the right side, there is a switch all the way at the end on the
right-hand side. Flip the hidden switch (you may need to increase your
perception via potion/spell). You can now run straight through towards the
back gate, which will open. Also of note are the notes concerning Weresheep
and Well Teleportation, both of which are side quests you can complete.
There's one more secret in here. At the top of the stairs, you can open the
chest using a book from Victoria's library in Cyseal. It is a Faerie book
bought from her.
Additionally, there is a path we skipped earlier for obvious reasons.
It
was
the lava path at X: 254 Y: 149. Hopefully you've found a Tornado scroll or
a
spellbook, because you have to cast it here. Use the teleporter, and use
Tornado a second time inside to clear up the chest area. Use featherfall to
send a character over the gate and retrieve the chest, then use the pyramids
to join up your party.
Anyway, from the fight, you'll get the staff you can use to free the White
Witch. Warp back to Hiberheim North, since you need to use the staff at the
forge first by dragging it over the forge from your inventory. Warp back to
Hiberheim Prison. Use the Fire Rune in front of the witch. You'll need to
warp to The End of Time after this.
===========================

INTERLUDE - The End of Time


===========================
Talk with everyone here to advance the story and check out any new rooms.
When you're ready, warp to Silverglen. Take this time to make new weapons
and
clear out your inventory.
========================
Path to Silverglen Mines
========================
Average Enemy Level: 12
Warp to Silverglen - Cabin of the White Witch. Go north and to the right,
passing by the couple and the sick animal, then head south, killing the
goblins along the way. You're looking for the mines here, which is just
across that broken bridge and a little north, but you'll need to take the
long
way around. At the fork at X: 310 Y: 104, head east. You'll come upon a
camp, where several goblins will ambush you along with Garkulda Nightbringer.
Piercing Ice Arrow is a lifesaver here because you're in a narrow area and
you
can freeze up to 3 enemies at once. They all hit very hard.
Just past their camp are two statues. You can head up the hill here and
fight
2 Orc Troopers. Take them out with a freezing and poison combination. Past
them is a corpse, and straight down the hill and to the right you'll see a
chest with a trap guarding it. Carefully take the chest and blow up the mine
at a distance. Going across the nearby bridge, you can sneak past the enemy
or just kill him quickly. I assume he calls other enemies but I managed to
kill him in one turn so it didn't matter. Behind him is the waypoint for
Troll
King Cave, and a moonstone hides behind that waypoint.
Cross the next bridge and take out the Orcs here. Farther on you'll see a
camp of sleeping Orcs. To the right, however, is a chest hidden in a bush up
the hill. You can choose to ignore them for now or attempt to sneak past
them.
The rest of the path here is entirely linear and is easy if you ambush small
mobs of enemies. Try to separate them and attack them when they're farthest
apart and you can usually only fight 1-2 at a time. At one point the path
splits - the right side has a chest and a few land mine traps, as well as a
pressure plate poison trap. Use any object to disable the poison clouds just
ahead as well. Eventually you'll make your way to X: 115 Y: 179, which
follows
the path down into the mines.
================
Silverglen Mines
================
At the entrance to the mines directly to your left is a "cave-in" that you
can

attack while holding down control. Go inside and get the huge mineral vein
on
your right, then the one across from it. Be careful of the vein at the end
of
the path, because it is Tenebrium Ore, and the character who mines it will
get
Rot, which can't be cured at the moment. You'll see a bunch of NPCs on the
right hand side. Inside, talk to the NPCs, and you can get by without
fighting if your charisma is high enough. But, you'll need to destroy the
totem, so you'll end up killing them anyway. After the battle, kill the
totem
to wake the undead. Return to the entrance and talk to the group of NPCs to
get the password to progress into the temple.
You can advance around the corner, but not too far. Watch out for the death
knight that is with the first pack of enemies. He's invulnerable. Just
before the death knight is a cell with some goblins. You can pull the nearby
lever to free them but you'll have to kill them. If you go back to where you
found the first group of NPCs, you can hit the fusebox that will explode
inside the cell and probably kill a bunch of them. Take Dreksis's head when
you're finished, as it is needed for a quest.
You need to sneak past or use an invisibility spell or potion to pass the
death knights. You'll need to have one character head towards the second
waypoint, then go south and loop the long way around, destroying the fires
that are blocking your path. Once you get to the temple gates, say the
password and you'll have to outrun some more death knights. Move your
characters up the stairs and destroy the chairs and debris in the way. Reach
the green portal at the end.
If any of your characters die during this chase, just leave them -- in a few
minutes, all characters whether dead or alive will be regrouped in a better
position.
First, head to the library and loot everything along the way. At the end,
take the portal to the Director's Office. There you'll find great weapons
and
lots of notes detailing death knights. You can revive any dead characters
here, then go to the crypt. Explore here then talk to the same green portal
to go to the entrance hall. Here, go south for a chest, then loop farther
south and use the green portal to move outside. You're done here for now.
Next we have to go and finish the Immaculate Trials to obtain the Chapel Key.
It's a good idea to go back to town and clear out your inventory, as well as
return Dreksis's head to Lawrence.
=================
Immaculate Trials
=================
The entrance is directly north of the mines entrance, at X: 39 Y: 265.
You'll loop around to the west, then make your way northeast.
The entrance will be marked on your map.
Continue down the path here. You'll find there is only one path
through this dungeon, so don't worry about getting lost. Head straight
through, past the statue, and you'll suddenly get Rot.

Keep going forward to the next room. You'll find the first puzzle
room, dealing with weights.
Keep in mind that you can sort your inventory items by weight.
This will help immensely in the next section.
There are four pressure plates here. The one closest to you now
is the southwestern one. It needs a weight of 5 on it. Any of the
empty vases around here will do. If you did it right, you'll see
a little *click* on the plate.
To the northeast in this same room is another plate. This requires
a weight of 2 to be placed on it. I used a magical sword in my
inventory, but you can choose however you'd like to add it up.
Pass by the flag and into the other half of the room. At the
northeast end of this part of the room, the weight must equal 1.
If you have a hammer, just use that, but many things could work.
Finally, the one to the southwest needs a weight of 7.5. You can
use a vase plus some potions, or a few weapons. Enter the now
unlocked door to the north and head around the corner. This next
room has some levers in the central area. If you look at the western
wall, you'll see some strange marks - these correspond to the
positions that you must put the levers into. If you keep the camera
angle the same between looking at the clues and moving the levers,
then the left-most clue is the left-most lever, and so on.
The southwest door will unlock allowing you to progress. This next
room is large and windy, but you will find a blood shard on a
pedestal here. Keep moving up the stairs and you'll see an
NPC. If the blood stone did not cure your rot, you have to
manually use it from your inventory. Then, talk to the NPC.
He will begin to walk away, so QUICKSAVE YOUR GAME HERE.
Follow him into the next room for a small fight. It's best
to work on Loic first here, because he'll be the most
damaging over the long term. Rush him or teleport him to
you, then wail on him as much as possible. With him out
of the way, this fight is reduced to little more than a
standard battle against enemies your level.
After the fight, you must pick up the Chapel Key as well as
a special amulet. The key will allow you to open the locked
trapdoor in the chapel at Silverglen. We're all finished
here, so warp back to Silverglen!
============================
Silverglen and Luculla Again
============================
Head to the chapel and open the trapdoor with the key. You'll find 2 blood
stones here for any characters who were infected with rot in the mines. Use
them, as they will also open up new Homestead areas. There's a portal here.
Take it! Now you have access to a huge new part of the map to explore!
At X: 338 Y: 321, you'll find the Mysterious Stranger who was outside Cyseal

before. He sells a book that increases one of your stats, so buy it before
he
disappears!!
At the northeast part of the map, you'll see a bridge leading to the next
area
as well as a group of Immaculates. Follow them. You'll come upon a waypoint,
Luculla Prison, and other areas. In the prison, you can fight the guards to
free the prisoners. The back of the prison also leads to the Immaculate
Academy, but you'll have to break down the door. Enter either here or
through
the front door.
You can make short work of them by grouping them together with teleport, then
using a poison spell, which will explode with the candles on a desk and wipe
out most of the enemies. Either way, the waypoint is just outside down the
slope, next to the prison entrance. The Tenebrium Smith's Shop has 2
enemies,
but you can't loot anything because you'll get the Rot. That is, however,
until you go into the house next door. Kill the elementals and Immaculates
and you'll see a book called "How to Handle Tenebrium." You can use it on
any
one character to allow them to handle and use Tenebrium Ore and weapons. If
you have a weapon for the character you chose, give it to them -- Tenebrium
weapons are great.
Your next destination is the ruins to the west. Take the northwestern path.
Att the fork, head right and battle two orcs. Down the stairs at the end of
the path, show the Immaculates the amulet you got from Loic to proceed.
Inside, you'll have to light all 4 torches to proceed forward. Head down the
winding path to reach the back of the cathedral. Head up to the front and
you'll face some more monsters. These guys hit like trucks so you need to
keep your distance. You'll be killed in just a few turned with their
combination of poison and fire. Use Ice spells if possible.
Once they're dead, go up and grab the Star Stone, and your Rotted characters
will be healed as well. Now's a good time to visit The End of Time to check
out new rooms. Before that though, let's finish up here.
Facing the front of the room, check in the rubble to your right to find a
lever, which opens the altar to a new area.
The only objects of note here are the many books on the bookshelves, and you
can find regular books, spell scrolls, and skillbooks, so check everywhere.
To progress, you'll have to solve a puzzle given in "The Necronomicon of
Cooking," found in this room. If you don't have that book, just follow these
steps.
The first switch is on the landing with the compass. Face the rest of the
room, and you'll see it on the base of the railing, dead center (the
compass's
"West" points right to it). The second switch is found on the small square
walls in the center of the room. Go down the right set of stairs from the
compass landing, and approach the central room from the right side. You'll
see a large candleholder, which you can move out of the way to reveal the
second switch.

The third switch is found by heading around the front of this small room, to
the other side so you are on the western alcoves. The switch is on the far
wall in the back alcove, right next to the desk, but closer to the edge of
the
alcove. Finally, head to the back of the room, past the small central room,
and find the switch on the left-hand side of the first alcove you come to.
It's positioned in the alcove the same way as the third switch. Now you can
enter the central room. Save your game and head inside, because there's a
fight here.
======================================
BOSS FIGHT - Mongoth & Summoned Beasts
======================================
You're immediately surrounded here. It's good to take out the other mobs
here
first because they hit so hard. You'll need to make good use of scrolls and
buff potions to win this one. I recommend taking out the Void Supplicants
first, followed by the bigger guys, then finally Mongoth. Note that the
Supplicants can be knocked down and are extremely weak to ice. If you think
you can take Mongoth out within 2 turns or so with a strong melee fighter, go
for him first, or if he gets burning or poison on him, add to that with the
opposite to deal good damage.
If you have any Death Punch Scrolls, they will take a Supplicant down to
about
3% HP.
These guys like to used Bleeding a lot, so if any of your characters have
Leech, the fight will be much smoother. A summon here can help take the hits
off of you as provide some more attack, but not that elementals will probably
heal the enemy. You're better off with an undead swordsman-type summon.
This fight might seem insurmountable at first, but if you quick save every
turn or 2, eventually you'll come out on top.
===========================================================
You'll get a huge amount of great loot for winning, including many magical
and
a few legendary items. Head inside the small room and take all the spoils.
Combine Leandra's Blood with the Death Knight Vulnerability Spell you got in
the mines. Teach it to someone in your party. Head to The End of Time and
talk to the NPCs here to advance the story. Your next stop is in Hunter's
Edge, east of the Luculla area. To get there, Warp to Silverglen - Sacred
Stone and head south just a bit. The bridge is to the east.
===========================
Dark Forest / Hunter's Edge
===========================
First thing's first, get the waypoint off to the right side as you enter.
There's a bridge at X: 120 Y: 41 where you have to help the humans cross the
bridge. If you pay their way, you'll get the amulet you need to enter the
village. The entrance is the bridge at X: 243 Y: 72.

To the right as you enter you'll see Arhu. Speak to him, then to the other
cat
for a side quest. Past them you'll see the guards of the city. Show them the
amulet or talk your way into entering. Inside Glen's house, you'll get a
quest for finding the Armory key. Near the central fountain, you'll talk to
an undead. Make your choice to get some experience. A bit farther south on
the world map, you'll see the waypoint for this area. To the east of this
building here is Stabigg, a vendor. He stands next to the big building with
Grutilda, who stands out front. Talk to her and a guard will walk down to
the
warehouse next to you. Head inside and talk/loot. Jarhl is now sitting to
the left of the entrance, so make sure you talk with him.
You have to catch the mice here, so use a piece of cheese you can buy at
Cyseal. But combine it with a poison flask to kill them! Place it near one
of the clickable mouse holes in the town (there's on around the corner from
the waypoint). You can kill the king mouse (he summons a cat ghost), or talk
to him to get you to kill the cat instead. It's better to talk with him than
kill him, but the choice is yours.
Talk to him with a Pet Pal character, and he'll go to the tavern cellar. He
also sell some awesome gear. Go to the Tavern next and talk to the warrior
standing by the armory. He'll give you the key. The only thing inside is a
chest for now. Go to the Tavern near this building and talk with Hershel on
the main floor, then win at a RPS game against him to learn the real key is
downstairs in the cellar, in the southeast small room of the tavern. Go down
there and also speak with the Rat King. Click on the Rat Palace on the
column
in the largest room to talk with him. Anyway, open the chest, but watch out
because it explodes. Grab the key from within, then talk to Grutilda
upstairs. If you talk to Hershel again you'll have to fight him.
If you killed the rat king, return to the cat near the fountain and you'll
get
the location of the refugees. If you didn't kill the Rat King, talk to
Jarhl,
then to the mountain warrior standing by the hatch on the other side of the
room. Go into this cellar and into the room behind the stairs. You can
charisma the orcs out of here or just kill them. Talk to Nolan, and a fight
will begin anyway. You can get the key once they're dead. If Nolan died,
you
have no other choice but to kill the Rat King. If he didn't die, talk to the
other prisoners, then go to the farthest cell with the lone enemy. Hit the
switch on the wall in the back left corner to open a passageway.
Up ahead you'll have to fight 5 mushrooms and 2 spore-infected guards. You
need to use rain here, because the mushrooms are healed by all elements and
will explode if attacked. If you use Rain, like exploskeletons, they can't
explode. Beat down on them with physical attacks only, and summon an undead
swordsman to soak up all their poison attacks, since it will deal no damage.
Enter the cave at the end of the tunnel. Go talk to Nolan again to allow you
to proceed.
Next, head towards the southeastern part of town where it's not so gloomy.
Inspect the 4 beehives behind the only building here to get the key. Now
return to the darker part of town, and look on your map to see the hidden
cellar: head here now. There's a boulder you can destroy, then go down the

trapdoor.

Talk to the NPCs, then enter the green mirror.

You can use tornado on the electric cloud to get up the stairs, and avoid the
fireballs. Go into the left room and light all 4 candles, then take the
mirror
to the next room over. Pull the level to disable the doors and trap. Go into
the larger room to get the waypoint and pull another lever to get some
experience and fully disable the house. Don't forget to grab the amulet next
to his personal waypoint. Go back down and leave through the mirror. Tell
the refugees that it's safe to go. Leave the hidden cellar to the map.
Before the next area, I strongly recommend you getting a hold of "nullify
resistances," a Man-at-war skill. The next few fights are a pain if you
don't
have that to use.
==============
Phantom Forest
==============
Next, warp to Phantom Forest and head back towards the town, but you'll see a
giant hollowed-out tree. Go through this with the character holding the
amulet ONLY, and enter the forest.
Head straight forward from the entrance to the unpoisoned ground area and
call
your team with your pyramids. Fight the group to the north. The knight here
has insane resistance to almost every element, and this fight will take
forever if you don't have hints or Loremaster L. 5. He is weak only to
crushing and strongly resistant to everything else. This is why Nullify
Resistance is crucial to winning this fight (if not, expecting a 30-45 minute
boring battle).
Past this group, you'll see a group of ghosts. This will also be a tough
fight
because you'll face 8 enemies at once. Consider doing some side quests now
if
you think gaining a level will help you out, as it did for me.
North of this battle area is a large tree with a victim stuck inside of it.
Talk to her. Then follow the compass North until you enter a hidden area
with
bodies everywhere. Talk to Cassandra. You must now kill Arhu. Before you
go, head out of Cassandra's path and head southeast to find a waypoint for
easy returning. Return to Cyseal and finish the job there.
Since it's such a tough battle, you're probably better off killing Cassandra
instead, but it's a longer quest. Go to the Titan Head at X:136 Y: 202 in
the
Forest, and speak to it with the character holding "Titan Dictionary" (in the
Wizard's house on the 2nd floor. Search thoroughly for books as it doesn't
show up holding down the ALT key). Next stop is the Temple of the Dead.
It's
just southwest of you, and marked on your map. You'll see those stone
sentinels from before. Use the Death Knight Bane spell to destroy them
instantly. You'll want to go to the raised platform with the lever that
corresponds to the diamond marker on the minimap. Have one character with a

pyramid stand separate from the party, and then kill that lone party member
on
the platform. Make sure it's one of your 2 main characters, not a companion,
so you don't lose attitude points. When they're dead flip the switch, then
use your pyramid to teleport to them. Enter the cave here.
Inside, head across the narrow bridge and then northeast to the dead end.
Next to you is a skull. Click on it to lower the bridge. Move forward and
repeat the process with a 2nd bridge, which then summons some wolves. A good
strategy is to use Rain then beat down on one of them at a time, and since
there are only 4 it won't be too hard.
Go past them and notice two paths, each with smoke. Go through the north
path, placing barrels on each pressure pad if needed, or just run along one
edge. Move forward into a hallway, where a desk at the end holds lots good
loot. Retreat back to the fork with the smoke, and take the other smoky
path.
At the end, there is a door on the left that you can simply walk through.
In
here you'll find Cassandra's grave, so dig up her bones. Grab the key off of
the body, then burn the bones with a fire spell. You can now return to her
in
the forest and kill her. Note that there is a blood stone directly behind
her
grave, in the eye of the giant stone head. Head to Phantom Forest North.
Meet up with Cassandra and you'll have some undead to deal with, as she
summons 5 more minions.
======================
BOSS FIGHT - Cassandra
======================
HP: 2779
Weak to: Earth (30% resist)
Use fire spells or earth if possible, or Rain + electric spells, grouping
enemies together. The headless corpse can be taken out with 2 or 3 good
electric attacks. Cassandra herself is strong, so it's a good idea to take
her out of the fight somehow, either by teleporting her far away, stunning,
or
whatever method you prefer. Crushing Fist on a melee character has a very
good chance to knock down Cassandra and any of the minions, so make good use
of that. If you can keep Cassandra permanently unable to act, she won't
summon more minions. If you're having trouble doing this, consider using the
Lava scroll spell, or just rushing her during the first few turns.
=========
Interlude
=========
After defeating her, you'll get the spell you need for the forge. Now's a
good time to do "Closing the Rift" if you got this quest already, which you
should have upon entering the forest or through another method. Head back to
Silverglen and go up, through the desert, and to the lava area to the
northeast. You need to reach the teleport at X: 38 Y: 435, until you see the
group of Void Rams. You need to sneak past here without fighting! Use
invisible or a potion, then go past them towards the blood stone at X: 97 Y:

484. You need to break it using a Tenebrium weapon, and then the Homestead
will be safe again, and you can resume using Blood Stones to open up new
areas. Warp to Phantom Forest once more.
===============
Into the Temple
===============
We didn't get the waypoint on the way here, so let's get that now. It's
already marked on your map, so head there first. We need to enter the Source
Temple now. There's more to do in the Forest, so warp back to Phantom Forest
North. You need to go to X: 171 Y 108 to find Greal, the elemental. Talk to
him/her. Turn around and run from Greal towards the east part of the forest,
labeled on the map as "Abandoned Shack." As you head there you'll find
several paths being patrolled by Death Knights. Take the one that has stone
steps leading down and use Death Knight Bane to defeat them.
It will take some time and some fighting but you will get to the shack. Your
next stop is through the trapdoor in the bedroom. Talk to Balberith, and the
fight begins!
======================
BOSS FIGHT - Balberith
======================
First thing's first here. You need to take out the feared souls first,
because they heal the boss. Work on crowd controlling and whittling down the
other bigs mobs (not the boss though), and take out the souls one by one.
The
problem is they're fully resistant to all magic, but only weakly to physical
attacks. You're going to make good use of Nullify Resistances here, I
guarantee it.
The cyclops should be easiest to kill, and then you'll finish
off the ghosts. After this, just keep any new summons at bay by killing them
ASAP, and then nullify the resists of the boss. It will be a long fight, but
it won't be super challenging.
===========================================================
Grab the Key that the boss drops and open the central cage, then talk to the
elemental there. Now we can finally get into the Source Temple, but we'll
have to fight 3 bosses along the way. Gear up as much as you can then head
out of the shack the way you came in. Head along the path west from the
waypoint, up the stairs, then turn around and head towards those ruins at X:
227 Y: 217. Here you'll fight the first boss.
==============================
BOSS 1 - Kalgruda Cloudpiercer
==============================
You want to get rid of her first and fast. Drag her over with teleport then
lower her resists and hack away with melee. Once she's gone, the rest of the
group goes down pretty fast. Location matters here, so stay back and try to
separate her from the group.
===========================================================
Up ahead there's a lone death knight.
====================

Just after is another boss.

BOSS 2 - Zuridraskaz
====================
HP: 1661
Healed by all magics
Moderately resistant to all physical
Unless you can nullify resists, only your melee and ranged can really harm
the
boss. It's better to focus on the enemy support here, because the boss will
be healed and the spells cast on you will make it really tough. Work on the
shaman and spellcasters since they're weakest, then the sentinels, and
finally
wail on the boss. Another long boss fight but it's actually easier than the
last one.
===========================================================
Once again, get the loot, save, then take a few more steps forward for the
final boss.
=================================
BOSS 3 - Death Knight and Minions
=================================
Kill the spellcasters first, as usual. Try to hold off the death knight
while
you kill the rest of the enemies, and definitely work on the priest, who
resurrected a guy I killed on turn one during his second turn. Thanks.
Spend the first turn buffing your guys. Potions, scrolls, haste, fortify,
whatever. A summon between you and the death knight will take the edge off
(Undead Decapitator is the summon of choice for me).
If the big death
knight
gets near you, push it away with featherfoot or teleport.
Finally, you'll be all alone with the big death knight. Keep away from him,
summon a monster to take all of your hits, then don't hold back. You'll need
every trick you can think of to get through it. You'll get a whopping 57,000
experience for killing this guy.
===========================================================
Down the stairs from this circular stone in the middle of the battlefield is
the Temple entrance. Open it with the character holding the rune, then go
inside to get a waypoint.
===========================================================
=============
Source Temple
=============
Head down the stairs to the big cracked rock on the left side. To the right
of the rock is one of those tiny little switches. Hit it and the path will
open. At the end is a talking door.
NOTE: If the door does not let you pass, it means you have 1 or more
Star/Blood Stones to collect in the game, and you cannot pass. Go back and
do

the correct quest to get the stone. You don't need to get every single one,
I
believe, but most of them. If you need Blood Stone locations, see the "Blood
Stone Locations" (BLSLO)
Everything in here is locked, so we need to solve a puzzle. The big head
looking at you when you enter has a little floor switch in front of it. Step
on it, then run off it to open the door on your right. In the next little
room, do the same, then enter the door on the left. In this very small room,
DO NOT step on the switch, as it is a trap. Instead, hit the little switch
on
the wall next to the door straight across from where you entered.
Head down the steps to the bridge. You need to throw a pyramid over the gap
then teleport to it. Open the wooden door at the end, and then you have to
warp to "Source Temple Vault" because you can't just walk in due to the
rubble. Once inside, destroy the statue on the left (it may be random, but
the right statue was incorrect for me). Now, throw one of your pyramids
through the gate to your left (it worked the most easily on the gate farther
from the statues for me). Teleport to it. Go through the green teleporter.
Grab the Earth Gate key right in front of you, then warp out to "Source
Temple
Central Room."
Go up the stairs closest to the waypoint, then through the door (it was
glitched for me, it said "locked" but if I clicked past it into the room, I
could pass), then use the earth gate key. In the next room, do not go near
the statue. Use the Death Knight Bane spell and then kill it to pass.
Repeat
once more. Do not step on the floor switches until you reach the end, then
run over, off the switch, and into the room in one smooth motion, as it will
set off flaming traps that you will get killed from if you stand still.
Inside, destroy the (at least for me) left statue. Go back to the central
room once more.
Enter the room on the right again by standing on the floor switch facing the
big head in the center of the floor. Drop a teleporter pyramid in this next
room. Stand on the switch, then go left into the smaller room from before.
Stand on the switch in this room, then quickly use the pyramids to teleport
to
the now unlocked Air door area. Go forward until you get to the room with
the
orange trapdoors.
It's worth exploring every possible room become most have good loot. If you
start from the trapdoor on the far right as you enter the room, you'll come
upon the Purple Room Chest Key after the 3rd or 4th hatch. You'll end up in
a
central room with a gate. Make sure you're at the right one: press B to make
an overhead view. Are you at coordinates X: 186 Y: 216? Good!
So toss a
pyramid through the and teleport there. A character with good perception
will
spot a switch one tile to the left of the trapdoor at around eye level. Hit
it and go through the door. Use the trapdoor and a huge boomy musical cue
will tell you that you did it right!! Up ahead, attack one of the statues
(it
has to be a main character). It was the right statue for me this time. To

the left of the two statues is another green teleporter. Go through it. If
the door is opened for you, great; it wasn't for me, and I warped back to the
main hall.
Now, grab the three books that surround the big head in the main area here.
Now go all the way up the northwestern-most stairs where the circle of
candles
is. The three books give us hints on how to light candles. Have one
separated character light all the outer candles only and wait a few seconds.
You'll see a flash of lightning and a journal update. This time, only light
the center candle. Wait a few seconds until you see the lightning flash
again. Finally, light any three candles, then wait. The bookcase next to
you
will slide open. Go aaaaaallllll the way down the long hall to find Zandalor
at the end. Talk with him.
Now we can go to The End of Time for a new area.
flight of stairs.

Follow Zixzax up the long

THIS IS THE POINT OF NO RETURN! Make sure you have everything you need to
finish the game, and make a save file too.
============
First Garden
============
Go up the stairs and make a choice during the conversation. If you side with
Icara, you won't have to do as much fighting. Follow the super long path all
the way around and your game will autosave. Get ready for a fight!
==========================
BOSS - The Trife + Minions
==========================
HP: 2912
Fully resistant to air, moderately resistant to all other magics
Minions weak to fire, water, earth
Both of his minions are very weak to fire, so use it as much as you can. The
Trife is really only susceptible to physical damage, so you should use
Nullify
Resistances to be able to damage him with many kinds of spells. Take out the
minions first. Astarte will help you out here greatly.
He'll continue to summon more minions as the fight goes on, but they're
easily
taken out again. Just keep his resistance low and the fight will go by with
no problems.
===========================================================
Stand away from the chest and Astarte! This is the final part of the game.
Make all necessary preparations in the area where you came in, then go
towards
Astarte. The final fight begins now!
========================
FINAL BOSS - Void Dragon

========================
HP: 8160
Moderately resistant to all magics
Weak to Tenebrium
Minions weak to fire, water, earth
You need a solid battle plan here. Having a summon up is almost a necessity,
because the boss will do 450-500 damage per swing. It's important to have a
tank to eat up his attacks.
Special note: If Astarte dies during the fight, you will lose as if your
party
had died (but you get to see an amazingly awesome cutscene, so it's worth
seeing at least once, seriously, it's mind-blowing). Keep her alive at all
costs as if she were a primary party member.
Try to get the dragon attacking a very buffed melee character (I used Madora,
buffed her with Constitution potions, and had her heal herself with Cure
Wounds). The rest of your party should focus on controlling his minions and
debuffing him. His minions will die in just a few strong attacks, so they're
not really worth debuffing. Any time you can, move near the dragon and use
"Nullify Resistance," then unleash on him. Use all your most powerful spell
scrolls and such here. This fight can easily last over a half hour because
of
the huge amount of HP the boss has, and he's no pushover to begin with.
Frequently quicksave and you won't be caught off-guard.
If you want the easy way out, just use the lava scroll on the final boss to
one-shot him.
Once he's dead, you've finished this amazing game. Sit back and enjoy the
credits!
===========================================================
***********************************************************
=========================================
Spoiler-free/Bulleted Walkthrough (SPFWT)
=========================================
Outside Cyseal:

Customize your characters.


Move forward around the corner to the stairs.
Fight the enemies.
Move forward to the bridge with guards.
Loop around to the battlefield.
Enter Cyseal from the bridge/speak to Arhu

Cyseal:

Talk to Aureus at Legionnaire HQ 1F.


Go to the Tavern and talk to the guard at the crime scene.
Open the door/enter the crime scene.
Talk to Zixax, look through the telescope.
Enter the portal, talk with Weaver of Time.
Warp to Cyseal.

Use the teleport pyramid/grab the second one.


Open the chest at the crime scene.
Talk to Esmerelda, take the key on 2F of her shop.
Enter locked door on 1F, find trapdoor.
Find hidden switch and evidence.
Talk to Esmerelda.
Go to Thelyron's, talk to him.
Grab Evelyn's bag and key.
Grab the reveal spell at Evelyn's house.

Secret Lair:

Enter the lair at X: 272 Y: 370 using the reveal spell.


Get key and unlock door.
Fight cultists, open side door.
Fight Evelyn, talk to Jake.
Enter Luculla from X: 314 Y: 437 on Cyseal map.

Luculla:

Head east to the White Witch's house. Talk to the mushroom.


Fight enemies at X: 232 Y: 123. Go up the hill to the left.
Get the barrier spell.
Use the barrier spell, enter the witch's house.
Take the portal.
Hit hidden switch in NW corner.
Explore until you reach a boss fight.
Get Rift Scroll. Enter water and use the scroll.

Hiberheim:

Stand on the pressure plate at the western path.


Send the other party members through. Fight enemies.
Dig at X: 279 Y: 28, use at X: 262 Y: 21. Leave.
Dig up the Prison entrance near castle.
Enter and proceed down the path. Climb ladder.
Dig at eastern corner of cell. Walk out.
Destroy Iron Maiden.
sneak past Sentinels. Move forward.
Approach the White Witch.

Fight at X: 351 Y: 380 on Hiberheim map.


Enter forge and talk to NPCs at the end.
Loot barrier removal spell.

Enter Hiberheim Castle.


Defeat King Boreas.
Combine Staff with forge. Get Fire Rune.
Use Rune at White Witch.

*To be concluded next update*


=============================
BLOOD STONE LOCATIONS (BLSLO)
=============================

1. Thelyron's Place OR Crime Scene at Tavern (whichever you go to first)


2. Go to the other place mentioned above.
3. Cyseal, Abandoned Church, looted from Braccus Rex
4. Cyseal, northeastern lava flows area of map near transition to Luculla map
5. The treasure room of King Boreas
6. Silverglen, Immaculate Trials area
7. Hiberheim Prison, hiding inside an iron maiden (can be attacked)
8. Black Cove, in a chest following the fight with Pontius
9. Silverglen, Cellar underneath the chapel
10. Same as above.
11. Central Silverglen, Goblin Village, Totem
12. Hunter's Edge, Knight's Tomb near Wizard's house
13. Maradino's Lair, Use the book titled "Book."
14. Cassandra's Grave, inside the statue
15. Source Temple, hiding behind a teleportation mirror, requires digging
16. Silverglen, Immaculate Trials area (where Cassandra's Blood was obtained)
***********************************************************
============================
SIDEQUESTS IN CYSEAL (SQCYS)
============================
=================
Warming the Crowd
=================
At the very southern point of Cyseal City, you'll see a bunch of flags,
chairs, and festival decorations. There are two stages across from each
other
here, and one has no audience members watching. Talk to Cedric, the lonely
entertainer here, and he'll ask you about Reginald's act, which is drawing in
all the people. Turn around and go to Reginald. You'll notice the overly
excited audience member here, Gallagher. After talking to him, you'll learn
he was paid to pretend to enjoy Reginald's show.
Head back to Cedric and tell him about this, and you'll then have to go back
to Gallagher and get him to go to Cedric's stage instead. This will involve
a
game of RPS, so get your charima stat high! Once this is done, the crowd
will
leave and Reginald will follow them, leaving his stand all alone and
completing the quest.
The head sitting atop the stage can talk to you, but you can only take it
from
the stage once you've talked to Nick and his daughter in Black Cove (see
quest
"Headless Nick.")
===================
The Wishing Brother
===================
Outside Cyseal at X: 433 Y: 316, you'll come upon a well. His brother was
taken by a king. He can teleport you to that location, so talk to his
brother

there and break the chest in the northwest corner to get some loot and the
Royal Guard Talisman. You can't complete this quest until you arrive at
Hiberheim in the story, so hold off if needed.
Once you kill King Boreas as part of the story, access his treasure room for
the scroll you need. When you have it, use the well in Cyseal to teleport
back to Hiberheim, and have one of your 2 main characters read the Well
Teleportation Scroll in front of this well. Now go back to Cyseal and talk
to
them at that same location to finish the quest. You can give them money to
make a wish, but I'm not certain that it actually does anything :-p
==================
Elf-Orc Blood Feud
==================
You'll meet Eglandaer on the raised path behind the Morgue, at X: 212 Y: 204.
He'll ask you to meet him at the inn for an offer. Go to the middle room on
the second floor of the inn and he'll ask you to kill Victoria at the Town
Hall. You can either 1) Kill him, 2) Kill Victoria, or 3) Go talk to
Victoria
and she'll give you the amulet. Show it to Eglandaer as "proof."
==========================
The Jumping Treasure Chest
==========================
X: 229 Y: 350
As you approach this chest, you'll see it's on fire. Use Rain to put out the
fire and the chest will start to run away. Follow it down the hill and
you'll
end up right next to an Exploskeleton. If you have teleport, simply teleport
the monster away from you and it will explode, or move all your characters
before attacking with fire. You'll probably find some skillbooks inside the
chest afterward.
========================
Cyseal Digging Treasures
========================
Grab a shovel and seek out buried treasure!
on
the map and dig to find awesome loot!

Just go to the following spots

X: 179 Y: 323
* Note the hidden area to the east of this spot where you'll find the
treasure
box detailed above.
X: 80 Y: 145 - Just inside the lower fence.
X: 503 Y: 166 - Extreme corner of the map.
================
The Scaredy Pact
================

At coordinates X:35 and Y 102, you'll find Mallius and Lucia standing by the
cliff. Talk to them to learn about the lighthouse up ahead. Head southeast
looting the drudanae on the side nearest the cliff, then climb the stairs.
At
the landing you can find penny bun mushrooms on the right-hand side. Move
farther up to start a boss battle.
==================================================
BOSS BATTLE - The Ghoul-that-guards-the-lighthouse
==================================================
Loot: Clobbering Time (1H Weapon)
You'll be fighting six enemies here, but you can electrify the water
immediately in front of you to cause more damage. If you have teleportation,
now is a good time to grab the exploskeleton and send him into a cluster of
enemies, which can damage them severely. You can also wait until the
exploskeleton is near a group and use a fire or lightning skill to detonate
it.
Alternatively, start the battle by breaking the oil barrels at the base of
the
lighthouse, then igniting them (in one step, attack them with a fire arrow or
flare spell). Use Chill throughout the battle to freeze enemies, since it is
probably raining. Get rid of the exploskeleton first, then clean up any
wolves and archers, then focus on the boss.
The boss will summon more monsters periodically, so use crowd controlling on
him. If there is a poison cloud or fire nearby, ignite using a fire attack
or
spread with oil spells, respectively.
The boss is not difficult but will take a little time to kill.
===========================================================
You'll likely find a skillbook on the far crate, around the other side of the
lighthouse. There is a treasure chest out towards the cliffs opposite the
entryway to the lighthouse. Enter the lighthouse and speak with the Rat, if
you wish, then enter the trapdoor.
There is an unlocked chest and an NPC down here. Talk to him to start "Lost
Love at the Lighthouse." At the far northern corner on the middle shelf,
you'll find a Ruby. You may loot a magical item from the skeleton lying down
in front of the desk. Your work here is done, so return to Lucia and
Mallius.
Choose either to tell them what you saw, or to go in themselves. Either
way,
return to Aureus to turn in the quest. Note that there is a locked chest
behind them, so break or pick the lock.
When you return to Aureus, you can choose to tell him either you or the two
soldiers were responsible for the mission. If you lie and say they did it,
you'll gain reputation and considerate + 1.
===========================
Lost Love at the Lighthouse
===========================

You must do the above quest before starting this one.


talking to the ghost in the cellar of the lighthouse.

You can activate it by

To finish the quest, you'll need to go to a part of the map of Cyseal that
covers "Crabs Versus Skeletons," (see the next quest below) so check that out
as well.
You must have defeated the giant spider at the end of that side quest line.
Once you do, continue farther down into the area and you'll meet the ghost
lover of the one at the lighthouse. You can tell her about him, and then you
should return to the lighthouse cellar. There you make one final choice,
then
quest is completed.
======================
Crabs Versus Skeletons
======================
Note: This quest allows you to complete "Headless Nick" as well as "Kitty
Love" (see the following quests below).
Southwest of Cyseal, head to the extreme northwestern point of the beach,
which is slightly below the lighthouse on your map. You'll have to defeat
some enemies, but you'll see a cave entrance there. This quest is initiated
just by exploring this area, which is known as Black Cove. To get to the
second level of the dungeon, you'll have to get past a giant enemy crab, who
does massive damage but can't touch you if you're nimble and have good
spells.
Inside the "house" area, you'll come across a room with furniture and a
painting on the wall. Either click the painting, or destroy it, to reveal a
hidden switch that shows you a nearby trapdoor.
Continue forward, taking a right at the fork, and you'll end up in a wide
open
area with many switches on the floor facing a giant skull. Each switch has
an
interesting name, but most of them harm you in some way. There is only one
real switch, which can be found by facing the currently locked passage that
you want to go through (the huge skull), then going east down the stairs
towards the water. Curve around the stairs to the right where there are some
green plants. The Blood-Stained Switch is hidden among the bushes in that
corner.
Once the passage is opened, progress forward and you'll encounter Pontius,
the
boss. You should focus on him, as he will just keep summoning minions if
they
are killed. However, he drops lots of good loot, including several items
that
allow us to finish other quests. Now that the boss is dead, you should have
at least two new keys to use. Most importantly, there is a blood stone in
the
chest on the pirate ship nearby, so don't forget it!

You will also have just looted a key which opens another locked area (just
look at the map for the darkened southeastern area near the beginning of the
dungeon. It's where the path initially splits, when you go left down the
stairs, except now you can unlock the gate to the right of the fighting orcs
and skeletons), and you can approach the big black gate to unlock it.
Continue forward and you'll come upon a gigantic spider/crab boss. It helps
to spread out, because he uses a water-based AoE attack. However, the fight
isn't too difficult, and if you just use your strongest attacks and heal when
needed, you won't have any issues. The boss drops the collar you need for
"Kitty Love." On the shore here, you will find the ghost lover you need for
"Lost Love at the Lighthouse." Make sure to talk to her to continue that
quest
line, and see the relevant quest section for more.
=============
Headless Nick
=============
Note: This quest requires "Warming the Crowd" in Cyseal to be completed
first.
In the same area as the above quest, you'll find a key in the central room
with the furniture and hidden painting switch. This key opens up the only
place on that map you haven't explored yet. This new area has a few chests
but is mostly just full of traps, so use fire spells to get rid of poisons,
or
featherfoot and teleport (or throw your pyramids) to get past the majority of
them. Keep an eye out for the exploding land mine traps, which are plentiful
here. It's easier to shoot fire at them, or just click the mouse past them
and they shouldn't detonate. Anyway, the path is pretty linear, and you'll
encounter an interesting battle that I won't spoil for you :-) Needless to
say, you should cast rain quickly if you're not in a good position, but if
you're far enough away, just use fire to end the thing quickly
Past this point you'll find a series of docks in the water. There are two
NPCs on the dock, and talking with them tasks you with finding Nick's head.
You should go back to Cyseal and grab the head from the entertainment area
after talking with it. Go back to Black Cove and give Nick his head back.
The quest will now be complete.
==========
Kitty Love
==========
Note: To complete this quest, you need one character with the talent "Pet
Pal," and you will need to complete "Crabs Versus Skeletons" before or at the
same time as this quest.
In the King Crab Tavern, speak to Sam the cat on the first floor to learn
about another cat who lives with Cecil at the Town Hall. Sam will have you
go
over and talk to her. Leave the Tavern and head right across to Town Hall,
then talk to this second cat. Report back to Sam with what she told you, and
you will have to go get a fancy collar for him.
Now you must complete "Crabs Versus Skeletons" to get the black gate key that
leads you down to the giant spider boss. The boss will drop the collar. Go

back to Sam and speak to him with the character that has Pet Pal and also has
the collar in their inventory. Return to Sam, and he will run over to Town
Hall. Follow him and talk to the couple once more to complete the quest.
=====================
The Elemental Pillars
=====================
At X: 151 Y: 288 in Cyseal, you'll fight a pack of zombies, and you'll also
see a trapdoor. Go down the trapdoor to see four pillars with a cryptic hint
written on a tombstone. the other trapdoor is just north of you, where a few
fire-based enemies are walking around at X: 114 Y: 295. Separate your party
into 2 groups and go to both sets of pillars.
The order is water, earth, air, then fire for the second room listed in the
above paragraph. In the room at the first set of coordinates, the order is
earth, water, air, then fire. Switch to one party and push these 4 buttons
in
sequence, then switch to the other party to engage in a battle with a
"Mysterious Stranger." They're not easily stunned or knocked down, so your
best strategy is simply to save up one turn's worth of AP and then unleash it
all on a second turn. This is especially true because they love to use
potions if you've damaged them a bit.
Once he or she is defeated, switch to your other party and use the other
sequence in that room, and then switch characters again for another battle.
In both cases, grab the loot they drop. You'll notice that a new trapdoor
has
now appeared in each of the two areas, nears the pillars. Send each party
down their respective trapdoors, and place the pendants each enemy dropped on
the pedestals at the end of the paths, in front of the big blue doors. Your
party can now rejoin.
The best part is that you will find some ridiculously good treasure,
including
a few legendary items and several skill books. Once you've gotten the
chests,
you're done here, so either walk or teleport out.
===================
The Talking Statues
===================
Enter the cave directly northeast of Cyseal, going as far as you can towards
the mountain. Once you exit the Rank Tunnel (taking care of the robot quest
in the process), head to X: 36 Y: 400, which is at the far Northern point on
the map of Cyseal. Here you'll encounter four giant statues that you can
talk
to. Notice how they each have an element on them. You must attack each
statue with the element they have on them, and you'll fight a battle after
each statue is attacked.
FIGHT 1 - LESSER FIRE DEMON - SOUTHEAST STATUE (fire)
Use elements opposite to fire, such as rain and ice. Try to spread your
characters out as he does a wide AoE fireball attack.
FIGHT 2 - LESSER WATER DEMON - SOUTHEAST STATUE (water)

Again, try the opposite element.

Fire works great here.

FIGHT 3 - LESSER EARTH DEMON - NORTHWEST STATUE (poison/earth)


Same idea here.
FIGHT 4 - LESSER AIR DEMON - NORTHEAST STATUE (air/electricity)
Same idea here as well.
Make sure to grab the key from the torch, then head into the cave to the
north. The NPCs here have a ton of great gear and spells to buy, so clean up
your inventory while you're at it. There's also a lot of loot here. You're
all finished with this quest line now.
====================
The Abandoned Church
====================
Average Enemy Level: 8
Loot: Blood Stone/Inert Stone
Before beginning this chest, you must have Evelyn's Amulet. Make sure you've
passed the point in the story where you enter her secret lair and grabbed her
amulet.
Leave Cyseal from the east and head south. You'll come upon a hut up the
path
from X: 465 Y 301. Loot it and head north to the a church. There are 5
metal
chests you can dig up and a number of items. You'll encounter the madman who
summons 10-15 exploding monsters. Use teleport or run away and attack with
magic to defeat them. You can also use rain to cancel out their exploding
effect and then take them down once your position is better.
At X:465 Y: 424, you'll encounter the group of ghosts you need to advance the
quest. Speak with Ebenezer to learn about his cat, who resides at the Tavern
in Cyseal. Talk and trade with them, as one might carry a stat point book.
Grab the waypoint just southeast of the ghosts, then continue digging up
graves. You'll encounter a group of enemies at X: 479 Y: 380, which are
easily dealt with using the ooze barrels and poison terrain.
Upon digging up the 5th chest, you'll receive a lot of awesome rare gear.
You'll approach the church by going all the way around from the 8 o'clock
position to the 3 o'clock position on the map (around the stone that encircle
the giant cross). You must play rock-paper-scissors with the guards to
enter.
Inside, you'll find a group of enemies. Get a jump on them by laying down
Midnight Oil and lighting it on fire.
Just past the intersection on the right hand wall, you'll see a painting with
a secret switch behind it. You'll need to hit all 4 to open the hatch.
Another switch is directly across from you. The final 2 are at the "arms" of
the cross (extreme west and east). Use the church gate key from the enemies
here to open the final path to the western arm. Grab the key here as well,
then enter the newly-opened tomb.
You'll need to use Evelyn's Amulet here on the control panel to open the way.
Inside you'll find Thelyron. After the conversation, move forward for a boss
battle.

=========================
BOSS BATTLE - Braccus Rex
=========================
Boss level: 8
Immune: Warm, Burning, Frozen, Bleeding
Healed by Fire
Loot: Braccus's Key, Inert Stone
You'll fight Braccus and 3 summoned monsters. They are susceptible to chill
and freezing, and teleport will do well here. Consider using defensive
skills
like Fortify. Before the fight, you'll want to use poison or fire resist
potions or scrolls or else you'll spend every turn healing all your
characters.
The fight will begin with you being attacked by the boss, so you'll
at a disadvantage. Change your positioning and heal ASAP with huge
potions or Cure Wounds. Use as much water and ice magic as you can
because fire will only heal them. Teleport and Featherfall can save
here.

start off
healing
here,
your life

Twins-by-Fire-Joined can be knocked down, and you should retreat and separate
your group to avoid the AoE attacks. You won't be able to freeze or poison,
but knockdown, burning, and chill all are effective.
Once you've won the battle, you can use Braccus's key to open the chest to
the
west. The one on the right, however, needs a magical unlock scroll. For the
time being, drag the chest into your inventory and keep it, or send it to the
homestead if you've unlocked this option. You'll find one guaranteed magical
unlock scroll in Arhu's Study in Cyseal.
You'll also get another Inert Stone, so take it to The End of Time to unlock
another room in the Homestead.
===========================================================
Quests to be added in next update:
Kitty Love
Crabs Versus Skeletons
Smaller remaining quests
***********************************************************
===============================================
SIDE QUESTS IN SILVERGLEN AND HIBERHEIM (SQSLV)
===============================================
==================
The Troll's Bounty
==================
Average Enemy Level: 14
To start this quest, talk to Brandon in front of the Tavern in Silverglen.
You'll get a quest where you steal the Troll King's Treasure. From the
Silverglen waypoint, head north and around the town, then cross the bridges

until you reach the desert at X: 55 Y 195. Defeat the group of spiders to
the
east, or sneak past them. You'll have slow status whenever you're walking
around here so battles will be difficult. Head towards X: 144 Y: 238 and
speak with Frederick. You'll need to go up the hill behind him and search
near the tree for a hidden trapdoor. While you're close, head to the Goblin
Village. You can just get the waypoint, or you can talk and trade, sneak
down
into the trap door and kill the leader. Either way, get the nearby waypoint.
Then go into the trapdoor above Frederick. Go west from the entrance to find
a chest, then take the other path.
Up the stairs, head north (left for your characters) and clear out the rooms.
Next, head northeast to where the bridges over water are. Heading north will
get you some valuable gems: diamond, malachite, and crystal. Up the hill at
X: 460 Y: 167, you'll see Yox. Talk to him and make your choice to advance
that questline. Go down the stairs and straight across to a new area that
has
a battle with a Rafflesia Abominabla. Don't use poison, as it will heal it,
but you can freeze it. Just behind it is the place where you need to dig.
Get the study key. Go back to the main intersection where the locked door is
and use this key. You'll have a fight here. Afterward, grab all of
Maradino's books in here to update your journal. You'll have to combine an
apple and pumpkin (found near the Rafflesia) to make the potion. Read the
blank book (just called "book") to open up the next area. Inside you'll get
a
Blood Stone Shard and some other great items. Warp back to the Goblin
Village
and give Frederick the Blood Stone.
If you follow him into the cave, he'll kill Yox and then, for some reason,
turn on you. Alternatively, you can go back to the cave and give his slave
the courage potion.
Either way, your next stop is Troll King Cave at X: 351 Y: 194. If you have
the waypoint, just warp. Stand in the circle of mushrooms (the dirt mound if
you already got them) and use "Maradino's Secret Files." Then head into the
cave.
Your goal is to sneak past the Troll King and mine some Tenebrium. Get your
best sneaking character. Head west, getting the chests on the way, Sneak to
X: 652 Y: 85 and mine all the Tenebrium. There is a pickaxe here too.
Talk to Brandon at Silverglen again and all your characters will get a point
in Tenebrium weapon handling.
===========================================================
============================
The Captives in the Crystals
============================
At X: 439 Y: in Hiberheim, you'll find Haizea trapped in ice. Use a fire
spell to melt the ice, then talk to him. He will tell you how to access the
prison to advance the story, but wants to go give him a rift spell in return.
This is the scroll you previously used during the story to access Hiberheim,
so you have to make sure a main character has it, then talk to Haizea with
that character to finish the quest.

There are also two other captives to be freed: one at X: 326 Y: 265, and
another at X: 436 Y: 109. Side with the captives in both cases, and kill the
guards. Antzigar at the first location will tell you how to use the Royal
Guard Talisman to get some good treasure in King Boreas's treasure room.
You must have gotten the amulet out of the chest from the side quest "The
Wishing Brothers." The chest is in the corner of the screen once you
teleport
to Hiberheim via the first well.
To use this amulet this, go back to the treasure room (see the section in the
walkthrough regarding how to enter the treasure room). Equip the amulet and
stand on the golden grated floor in the center of the treasure room, and wait
a few seconds. You'll get experience and a journal update, and the amulet is
replaced with Winter Ring, which gives you the spell Piercing Ice Shard. Not
bad!
===========================================================
To be added:
The Naked Truth
Goblin Trouble
Frederick's Blood Stone
Remaining smaller quests
***********************************************************
===============================================
SIDE QUESTS IN HUNTER'S MARK/DARK FOREST (SQHMK)
===============================================
=================
War of the Stones
=================
Loot: Blood Stone/Inert Stone
In Hunter's Mark, head towards the Wizard's house, but take the northeast
branch off of this same road instead. Climb up the structure and you'll see
a
manhole. You can't get in yet, but hit the 3 levers here: there's one
directly across from the door, behind the statue. One is on the right side,
below the statues (southeastern corner). The last one is on the left between
the two statues, but behind the tree (note that you can walk through here).
Hit all the levers then go in.
If you have "Titan's Dictionary" from the Wizard's house, talk to the
character in here with that character holding the book and beat him at RPS.
Otherwise, you will have to fight. Save your game on the stairs.
Next you must either have a character with high perception (at level 9 at
least), or a character with "Burn my Eyes" to increase perception, or "Summon
Fire Elemental." You will see the floor shining, or you will see footprints,
indicating what parts you can step on without dying. Head for the central
door.

Inside, loot the body for the key items you need, and talk to them men. The
blood stone is in the tomb at the top. Now warp back to Hunter's Edge. Take
the letter and horn to Jarhl in the warehouse. Watch the scene play out,
then
you join in the battle. You don't have to participate but it will go faster.
After a seriously long fight (I had 5 separate battles at least), you're
done!
Talk to who's left and you can complete the quest. Finished! If this is your
last stone, take it to The End of Time.
===========================================================
===================
The Watch Is Coming
===================
You can complete this quest right after you get through the Tomb business in
"War of the Stones." Just outside in the tomb, you'll see two guards
standing
at the entrance. You can talk to them and tell them about Imps. If you say
that you last saw Imps in Cyseal, the guards will later reappear near the
beginning of the game. Warp to Cyseal Beach South and cross the bridge that
earlier held two drunk guards, and you'll see a funny conversation, and the
quest will end.
===========================================================
============================
Revenge of the Source Hunter
============================
As part of the story at Hunter's Mark, Madora will tell you about her past.
We can get revenge on the evil orc who did her wrong! Go to the second floor
of the Tavern to see Norek. Talk to him, and eventually you will fight him.
This fight is straightforward. He is level 16 and can hit hard. He will
attempt to stun you and deal out heavy melee damage to one character at a
time.
There are no tricks, so just keep at it. When he's dead, the quest will
complete and you will get some experience!
===========================================================
To be added in the next update:
The King's Dark Deal
Distill My Heart
Smaller, remaining quests
***********************************************************
===========================================================
List of Homestead Rooms (unlocked with Blood or Star stones obtained from
side
quests and main story quest) (HMSTD)
===========================================================

Number of Star/Blood Stones acquired:


1. Weaver of Time and the lobby for the rest of your rooms
2. Recruit different henchmen for your party
3. Personal storage chest for your inventories and appearance recustomization
4. Plot Animation (really beautiful!) and skillbooks for element of your
choice
5. Skillbooks, ability and attribute books, and treasure maps
6. Same as #4 but a different element
7. Respec your characters and trade in stats for other stats.
8. Same as #4 but a different element
9. Armory with forge, whetstone, and anvil, and some loot
10. Same as #4 but a different element
11. Interdimensional Weapons vendor (sells some of the best gear in the
game!)
12. Highest-tier Resistance Potions vendor
13. This blood stone will allow you access the last area in the game!
***********************************************************
============================================
MOST USEFUL CRAFTING RECIPES (MUCRE)
============================================
This is a short list of the crafting recipes I found most useful during the
game. The exhaustive list can be found farther down in this guide, or a
different list is already available, courtesy of an amazing user on the
forums
found here:
http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=526585#Post52
65
85
--Penny Bun Mushroom + Empty Potion Flask = Minor Healing Potion
--2 (any identical sizes) healing potion = 1 (size upgraded) Healing Potion
--Augmentor + Any Potion = (quality upgraded) Potion
--2 Branch = Random Staff
--Branch + Axe (any) = Arrow Shaft
--Arrow Shaft + Arrowhead (any) = Special Arrow
-------Tooth + Knife = Stunning Arrowhead
-------Antler + Knife = Knockdown Arrowhead
-------Drudanae + Arrowhead = Charming Arrowhead
--Water/Fire/Air/Earth Essence (crafting L. 5) + Armor/Weapon = Boosted
Armor/Weapon
--Hammer + Nine Inch Nails = 4x Lockpick
--Skull/Bone + Mortar and Pestle = Bone Dust
--Moonstone + Mortar and Pestle = Moondust
--Stardust Flower + Mortar and Pestle = Stardust
--Bone Dust or Moondust + Stardust = Pixie Dust
--Leather Scraps + Rope = Backpack
--Wooden Figurine + Needle = Inert Voodoo doll
-------Inert Voodoo doll + Pixie dust = Voodoo Doll
--Any boots + Nine Inch Nails = Adds immune to slipping
***********************************************************

================================
About Blacksmithing Tools (BLKST)
================================
Behind the abandoned house in Cyseal, you'll find these three useful tools.
Note that this is the only place in the game you have to access to these
three
tools at once. There is a furnace and anvil in Silverglen, but no whetstone.
Furnace:
For melting ore into metal bars (Iron, Silver, or Tenebrium Ore)
Melting weapons down into metal bars for reuse
Iron bars can be turned into steel bars
Iron or Steel bars can become Large Iron/Large Steel bars
Anvil:
Boosting metal armor (adding small defense bonus)
Boosting shields (adding small blocking defense)
Creating weapons from bars:
--Knife --> Dagger
--Iron Bar --> 1H sword
--Silver Bar --> 1H axe
--Large Iron Bar --> 2H sword
--Large Silver Bar --> 2H axe
Whetstone:
Boosting damage of sharp weapons (Swords, Axes, Knives)
--does not work with staves/clubs (blunt weapons)
===========================================================
***********************************************************
===============================
Character Customization (CHARC)
===============================
===================================
A) Premade Classes Analysis (CLSSS)
===================================
When you first start your adventure, you'll be given pre-made template
classes:
Battlemage
Cleric
Enchanter
Fighter
Knight
Ranger
Rogue
Shadowblade
Wayfarer
Witch
Wizard
In reality, there's nothing different about these classes inherently -they're just various distributions of the same number of points into certain

abilities. You can customize any feature of these classes or remove all
ability points and respec your characters. You can also do this at a certain
point much later in the game, but because of the costs and the long wait,
it's
better to take the time now to think hard about what you want to make.
Most of the above classes are fairly straightforward. For example, a Rogue
specializes in Sneaking, Pickpocketing, and Lockpicking, while its sibling
class, Shadowblade, uses a few magical abilities -- Witchcraft and
Aerotheurge.
When you create your characters, you are free to remove and add points to any
factor available to you -- if you'd like a Ranger with no points in ranged
abilities but all his points in Charisma, you can do that (but why would
you?).
Below is a detailed analysis of each starting class:
Battlemage: Uses Man-at-Arms skills, but also Witchcraft and Pyrokinetic.
Straddles the line between magic and physical, and is good for those who want
an all-around character. A bit weaker on physical and stronger on magic, but
you have the option should you want it.
Cleric: Fights with a shield and one-handed weapons, with a slight starting
buff to defenses. Begins with a minor healing spell and a point in only one
magic tree, Hydrosophist. Still physically offensive, but much less so than
the Battlemage, and will tend towards making efficient moves via debuffs on
enemies and buffs on your own moves.
Enchanter: This is our first full magic user. Enchanters will be quick on
their feet, covering lots of ground and manipulating the terrain to its
fullest. Starts with the amazing Teleport spell, which has served me through
every battle in the game. Gets 2 points in intelligence to increase damage
and output of offensive and healing spells.
Fighter: A mostly physical class. Has no points in any magic, but a point
in
Man-at-Arms means he can heal himself quite effectively, but not without a
rather long cooldown. This fighter uses single-handed weapons and shields,
and has more defensive points than the Cleric. Also has a point in
perception
to increase amount of battle AP, but at the cost of one strength.
Knight: A fully physical class. Takes 3 points in Strength and uses
two-handed weapons for maximum DPS, but at the cost of variation in battle
potential. A point in leadership helps the party greatly, and his defenses
are perhaps the best of all the pre-made classes. He starts with Cure
Wounds,
so he's self-sufficient against enemies that are weak to physical attacks.
Ranger: The tried-and-true ranged/archer class. Gets 3 points in dexterity,
which works to increase damage output and also evasion rating. Focuses only
on Expert Marksman skills, but is also useful for crafting, blacksmithing,
and
loremastere-ing. Has virtually no innate defenses, and is a glass cannon, so
to speak.

Rogue: The close-quarters class that focuses on making the most of burst
attacks. This class is meant for sneaking up on enemy packs, dealing massive
damage, and blending back into the shadows before monsters can damage it
back.
Begins with a point in each of the three "Nasty Deeds" and is meant to use
1H
weapons with Scoundrel abilities. Can be effective in nearly any situation,
but will definitely take more practice than other classes in maximizing
potential.
Shadowblade: A mix between wizard and rogue. Has points in Scoundrel like
the
Rogue, but also in Witchcraft and Aerotheurge, meaning it can put serious
de-buffs on enemies and stun or blind them. Not as burst-y as a Rogue, but
can fill the role if needed.
Wayfarer: The true all-around class. Uses bows and has points in Expert
Marksman, but also can use Water and Earth magic. Additionally has a point
in
crafting, making this class able to take on at least 3, if not more, roles in
your party. He can talk with animals and has boosts to crafting and
blacksmithing, but does not excel at any one thing.
Witch: A seriously evil magic user. Has points in Witchcraft and Geomancer
which means it's all about inflicting status effects on enemies and summoning
undead monsters to fight for him. Fights at a distance with spells, but does
not have any bonuses to a weapon type. Can do lots of things, including
Lore,
but is not great at taking damage. Starts with 3 points in Intelligence, so
it's going to be the most effective offensive magic user out of all the
classes.
Wizard: Still focuses on damage, but spreads out the points a little more by
investing in Earth and Fire magic, as well as a point in Constitution (total
HP). Can affect terrain easily, as it starts with Midnight Oil and Flare.
In
two turns, you've got yourself a barbecue!
====================================
Analysis of Magic Schools and Skills (SKLLS)
====================================
Here's a quick summary of the various magic schools you can put points into,
which really make up the bulk of the difference between the classes:
Aerotheurge: Uses mostly air-based attacks, but also has Teleport and can
remove harmful terrain. Having access to two "get me out of here" spells
means that users of this magic will often survive the battle, even if others
don't. Has several spells that are intended for use outside of combat to
progress in dungeons.
Expert Marksman: Physically offensive skills from a far distance, but can
also
cure your party members of various status afflictions. Is the only class
that
can charm enemies, which can make or break a fight in this game. If only for
this skill, this magic school is fantastic. It won't ever deal crazy damage,

but can give your other fighters a little more of a punch.


Geomancer: Uses both Earth and Poison magic since they are essentially two
sides of the same coin in this game. Provides some weak buffs to the party,
but excels at AoE damage to multiple enemies, as well as having access to 4
different summons
Hydrosophist: Has several good utility spells and can also heal the most
easily and frequently. Tends to remove negative statuses from your own party
and can inflct a few good ones on enemies while dealing primarily water
damage. Water spells can chill and freeze enemies, which takes them out of
the fight for up to 2 turns, so it's an incredible useful ability to have.
Man-at-Arms: deals with attacking single and multiple enemies at once, such
as
charging forward, weakening enemies so that attacks hit harder, and hitting
all enemies in a circle around you. Most of the spells here are variants on
a
simple idea: smack your sword at some guys. Can also provide buffs to the
party, but is better at weakening incoming attacks without negating them
completely (as in, not able to freeze or stun).
Pyrokinetic: Mostly deals with fire damage which can inflict "burning"
status. Fire magic has perhaps the most AoE capability out of all of the
magic schools but is the easiest to accidentally hit your own guys with in
the
process. There's not much utility here, and most of the spells will be
enhanced by coordinating with another class. However, it's the only school
of
magic that can cast haste on any desired party member, rather than just the
one who knows the spell. Overall, not great for single targets, and can
interrupt status effects you want to keep on enemies (such as freezing).
Scoundrel: As you might expect, Scoundrel skills don't focus on high damage,
but instead come with "rogue-ish" effects (poison, backstabbing, etc). Most
of the Scoundrel's spells deal some fraction of full weapon damage while
inflicting a status effect, like bleeding, weaken, stun, or blind. Can
remove
a few statuses from themselves but don't have the variety or utility of some
other magic schools.
Witchcraft: The most utility-ish school of magic, mainly because it doesn't
deal reliable damage. Instead, most of these spells change some of the
parameters of enemies, making them more susceptible to attacks in some way.
Is the only class that can revive dead party members without a scroll. Has 2
awesome summons, the undead Decapitator and Warrior, which can function as
great tanks. In addition, Oath of Desecration is one of the best buff
skills,
as it gives a 50% bonus to attack to any character you choose.
As you can tell, it's difficult to put any school of magic into one role, as
there is so much variety within each.
===============
Talents (TLNTS)
===============

Following is a short analysis of the talents available in the game:


All Skilled Up Anaconda
Arrow Recovery
Backstabber
Bigger and Better
Bully
Comeback Kid
Courageous
Demon
Elemental Affinity
Elemental Ranger
Escapist
Far Out Man
Five Star Diner
Glass Cannon
Headstrong
Ice King
Know-it-all
Leech
Light Stepper
Lightning Rod
Lone Wolf
Morning Person
My Precious
Opportunist
Packmule
Pet Pal
Picture of Health
Policitian
Quickdraw
Scientist
Sidestep
Sidewinder
Speedcreeper
Stand Your Ground
Stench
Swift Footed
Thick Skin
Voluble Mage
Walk It Off
Weather the Storm
Weatherpoof
What a Rush
Zombie
================================
Abilities and Attributes (ABLAT)
================================
==================================
Skillbook Vendor Locations (SKLBK)
==================================
In Cyseal:

Aerotheurge, Hydrosophist: Cylia, Cyseal Market


Geomancer, Pyrokinetic: Arhu, Legionnaire HQ 2F
Man-at-Arms: Aureus, Legionnaire HQ 1F
Marksman: Fletcher, Cyseal Market
Witchcraft, Scoundrel: Shereth, King Crab Tavern 2F
In Silverglen: (All vendors are in the tavern)
Aerotheurge, Hydrosophist: Windemere
Geomancer, Pyrokinetic: Hassat
Man-at-Arms: Hiver
Marksman: Aramintai
Scoundrel, Witchcraft: Vometia
At the Homestead: (unlocked with blood stones)
Aerotheurge, Scoundrel: Aeolettet
Geomancer, Witchcraft: Peat
Hydrosophist, Marksman: Stardet
Man-at-Arms, Pyrokinetic: Daremos
***********************************************************
======================
Special Thanks (SPTHK)
======================
A huge thank you to the Reddit community at /r/DivinityOriginalSin for all
their input and advice!
http://www.reddit.com/r/DivinityOriginalSin/
Lots of thanks for the GameFAQs.com community for providing a lively and
interesting conversation about every aspect of the game.
http://www.gamefaqs.com/pc/672174-divinity-original-sin
A shout-out to gamepressure.com for being one of the first sites to attempt
to
catalog the incredible amount of information contained within this massive
game. Their work helped me get off the ground when I first started this, and
it also helped me to feel confident in my own guidance in this document.
Check out their fantastic maps!
http://guides.gamepressure.com/divinityoriginalsin/
Thanks to the Steam community for this title, which also provided some very
much needed advice and information, specifically regarding game mechanics.
http://steamcommunity.com/app/230230/discussions/
In particular, the fantastic work of ivra over at the Larian forums has
provided everyone with a near-exhaustive list of crafting recipes, and the
work that went into that document cannot possible be quantified. Thanks for
making my first playthrough of this title a rewarding journey.
http://www.larian.com/forums/ubbthreads.php?ubb=showflat&Number=526585#Post52
65
85
Special thanks to Youtube channel Watchwithwaddy, whose Source Temple and

Immaculate Trial videos provided clear indication of all those stupid


switches
that I knew were hiding somewhere on-screen but for the life of me couldn't
see on my monitor. You saved my blood pressure.
https://www.youtube.com/channel/UCHEokFJkMX8eB8XIS8CQl-Q
Massive thanks to all the readers of this guide and those who frequent the
GameFAQs boards. Of course, thanks to GameFAQs for hosting the document and
bearing with me.
Most importantly, thank you to Larian Studios, who was able to create such an
intriguing game that both sampled and reinvented classic game mechanics of
isometric RPGs.
===================================
Version History (and legal) (VERHS)
===================================
Version 1.02 9/2/2014 - Emergency fix to the Immaculate Trials section,
which was somehow lost during the formatting process. Added a
spoiler-free bulleted walkthrough up through Hiberheim.
Version 1.01 9/1/2014 - Various spelling and grammar issues fixed, appendices
added and expanded, class and magic schools analyses added. Cyseal Side
Quests completed!
Version 1.0 8/24/2014 - First version!
of
side quests and other information.

Added main walkthrough and snippets

This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other
web site or as a part of any public display is strictly prohibited, and a
violation of copyright.
Copyright 2014 E.C.
=====================
Contacting Me (CNTCT)
=====================
Shoot me an email at Jedy678 (at) gmail dot com. Any comments, suggestions,
complaints, or whatever! I'm happy to be constructively criticized, and will
give you due credit if your information is provided for an upcoming revision
of this guide.
FIN
============
To be added:
============
Abilities and Attributes (ABLAT)
Information regarding Loremaster statistics on bosses and mobs (LMSTR)
Information on Co-op Campaign Mode (MLPLR)
Analysis of Talents

Full Listing of crafting/blacksmithing recipes (CRRCP)


Analysis/Listing of skills
Side Quests for Acts 2 and 3
Lots of miscellaneous other information!

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