Tourism Visas Spain

Moon Sanctuary. Nameless island. School in Arks

Chat with everyone on the ship. If you have Almira, she will give you a hint on how to make your further journey easier. Go a little southeast. On the stairs, read the master's diary from the corpse, and then climb up the vines on the side. Go east to the altar.

Scout from the Black Circle will run up to you. Here you will have to decide whose side you are on: the Black Circle or the Masters. If you want to become an ally of the Black Circle, use the line that you are from Almira, or say that you are from the Lone Wolves. After the battle, if you took the side of the masters, then one of them will tell you where to find Aleksandar.

Temple of Ralik

In the center of the site where the battle took place, you can see the altar of Ralik. Use spiritualism (just don't turn it on near the masters) to talk to the Ralik knight. You will learn that you must visit seven altars to enter the temple. Interact with Ralik's altar and pray.

Head south. Once you are near the destroyed bridge and lava flows, go down a little to the west - there you will find in a small clearing the Brave Empyreo crab, who is looking for the Incomprehensible Septa. Apart from a funny conversation, this character has no function. Next to the stairs up there is an entrance to a cave. There, on a small ledge, where you can only get to by teleportation, you can talk to the spirit of the killed awakened one. To solve his problem, you will need a good acquaintance with Tarkin and remember his words.

Temple of Zorl-Stysa and the Prince of Shadows

After leaving the cave and going up the stairs, you will find a second altar, this time to the god of lizards: Zorl-Stissa. If you are not playing as a lizard, call on your god for help. East of this altar will be the camp of the Prince of Shadows. This is an important character for Sebilla and the Red Prince's quests. As soon as you decide to talk to him, if you have Sebilla in your party, the Prince of Shadows will try to take control of her.

When the opportunity arises in the dialogue, sing the song Sebilla taught you. The battle will begin. In addition to the Prince of Shadows himself, you will also be attacked by his shadow assistants, who will try to use invisibility. After the battle, turn on spiritualism and talk to the spirit of the Prince of Shadows. If you have the Red Prince in your party, he will want to talk to the spirit to find out where the Red Princess is.

Temple of Amadia (In the Clouds)

In the southwestern part of the map there is a temple to Amadia. You can only get to it using teleportation. Go around the tower and climb the vines to the very top. Here the quest will start automatically. Go north and teleport across the cliff. Be careful: there are sentries here who, when stopped, attack with various elements, but they follow a clear trajectory, and remembering their route and where they periodically attack will not be difficult. Activate spiritualism and talk to the spirit of the Black Circle robber. He will tell you about the dangers here. Continue north and activate the pedestal to deactivate the protective field to the east. Go there and interact with another pedestal so that the protective field on the opposite side disappears. There will be a third pedestal. After you interact with him, a portal will appear in the center of this section of the cloud island. Take advantage of it.

After passing through the portal, teleport to the island to the north and take the engraved stone. Return back to the island where you got through the portal and go south. There will be many sentries here again. Activate the southernmost pedestal first, then the eastern one, and finally the western one. It is optimal here to use the teleportation skill to receive minimal damage. After all three pedestals are active, the Knight of Amadia will appear and give the gloves of the Knight of Amadia, and also tell you where to look for the Altar of Amadia. We pass to the east and climb up the vines to the altar of Amadia. To activate it, you will need an Origin point.

Temples of Tir-Tsendelius and Vrogir

We go back down. We're going north. There you can meet Bilingual, who blocks your path further. The road to the east, going up, will allow you to reach the elf camp. You can persuade him, but the best thing is to first appease him, find out everything you need, and then deal with him and his henchmen. In battle, attack Dual Tongue first to stop his aura. We take the Black Mirror from his body and follow east to the elves.

The road is blocked by screaming people. Use the wand of deliverance, which can often be picked up from the corpses of representatives of the Black Circle; the Drain Source skill does not have enough radius, but it can be used if, in stealth mode, you climb the vine near Two-Face’s ambush behind the screaming ones. In the second case, having dealt with one of the screaming ones, the knight of Tyr-Tzendelius will run up. In conversation, persistently demand to let you in. After this, the road to the temple will be open, and the screaming ones will not bother you.

At the middle level of the temple you can meet several merchants, and at the very top - Gareth and Aleksandar, between whom there will be a conflict. If you have a high level of persuasion, you can calm Gareth down and he will not attack Alexander (this is how the quest will begin and end "Revenge"). Talk to Aleksandar and the quest will begin. "Unusual Visitor", according to which you will have to kill White-faced. By quest "White-faced" you will have to kill Aleksandar.

If you go down the vines in the western part, you will get to the altar of Tyr-Tsendelius, next to which stands the last forest tiger. It is impossible to come to an agreement with an animal; it will attack in any case; persuasion does not work. And to activate the altar you will have to sacrifice blood (in the dialogue), as a result you will learn that this deity corresponds to the sign of the moon.

To the west of the temple of Tyr-Tsendelius there is a sanctuary of Zantezza. Turn on spiritualism to talk to her knight and receive the quest "Like a clock". To get the required gem, we go to the Black Circle camp, located a little to the north-west. If in the fourth chapter in the Black Mines Nikor was saved from the clutches of the masters, then he will help you get inside without a fight. Talk to the captain of the Black Circle, and if you are convinced enough, he will withdraw his squad, and you will not have to fight them so that the Black Circle will stop flooding the orc temple to the west of here.

From the Black Circle camp, walk along the coast to the east and enter the cave. Below you can pick up the ancient sword of the Eternals. In this case, two eternal guards and two eternal defenders are immediately activated. They are most vulnerable to electricity, and can also be knocked down or frozen, but stun does not affect them. Phase capacitors can be taken from their bodies.

Now go to the orc temple. As soon as you get closer, the water will begin to recede. After that, you can talk to the puzzled crocodile, and then go inside. Immediately go north, where in a separate area near the waterfall, which can only be reached using teleportation, take the key from the corpse deprived of the Source. Next, go east. When you reach the corpses of representatives of the Black Circle, be extremely careful. There are many hidden traps here. Also, never step on the square tiles on the floor. When you reach the altar of Vrogir, pray to him. In return, a curse will be placed on the hero (removed by the “Blessing” skill), and a sun sign will appear above the altar.

If you go a little north, you can find a secret stone door. To open it, look at the nearby lever in the bushes and insert the key into it so you can pull it. Go down the stairs to reach the armory. There you can talk with the spirit of the knight Vrogir, and also search three sarcophagi for useful things.

Unusual Visitor / White-faced

If you decide to kill White-faced at the request of Aleksandar, then go east to the cave guarded by the troll Kurg. If you convince him to pass (tell him that White-Face sent you to kill Alexander, and we need to talk about it), then you will be able to pass without a fight. If the persuasion does not work, in battle, simply teleport the troll to the lava nearby. Inside there will be an altar in front of you. If you killed Aleksandar, then put his head down. If you came to kill White-faced, then use the hood of true vision that the bishop gave and use the skill on the part of the rock behind the altar to open the passage.

Downstairs, talk to White-Face. If there is Lowse in your squad, then the battle will begin in any case, because... Adramalich will take control of her in the conversation. White-Face has two phases in the battle. After you kill him once, after a turn he will be reborn with less health and armor, and will also be able to attack you only with physical attacks. Since he does a lot of damage, try to deal with him first, and also keep him constantly knocked down, stunned, etc. After the battle, examine the bodies of the representatives of the Black Circle and find the key. Also turn on spiritualism and talk to the spirit of White-face to get a piece of the solution to the puzzle at the entrance to the Moon Sanctuary. Also, if you have an elf, you can eat his flesh to get the second part of the clue.

Important! If you receive this information from White-Face before you visit all the altars, you will not be able to earn the achievement of visiting all the altars, because... they will become inactive.


Also take the phase capacitor from his body. In addition, use black glass mirrors. If you have the Red Prince, he will receive a hint where to look for the princess. In the southern part of the cave, unlock the door. You will have to fight Windego, whom we fought earlier. After that, go into the destroyed passage in the east. The chest will contain the Handle of the Deliverer (quest "Key to Freedom"). Also read the letters scattered here. One of them, a letter from Windego, will start the quest "The Power of Mercy", letter from Isbeil - "Secrets of the Dwarves". These quests will be continued in the next chapter. If you killed White-faced, return to Bishop Aleksandar and report it. As a reward, he will tell you about the gods and their symbols. In this case, similar to White-faced, the altars at which you did not have time to pray will become inactive, and obtaining the achievement for visiting all seven altars will become impossible.

Temples of Dune and Zantezza (Beholder's Mercy / Like a Clock)

In the southeast corner of the island map there will be a Dune Temple. An Observer stands next to him on the destroyed bridge. She will ask you to kill the Dune Knight - the quest will begin "The Watcher's Mercy". Inside the Dune Temple there will be many stone defenders who will attack you as you approach. You can simply avoid them and proceed to the very end of the temple, where the damned Dune Knight sits on the throne. The path to it is blocked by a corridor of traps spitting poison and a large number of defenders. The best way to overcome the trap is to use teleportation skills. Talk to the cursed Dune Knight. If you convince him, then there will be no battle, he will kill himself, and all the defenders will be destroyed with him.

In order for the persuasion to work, its level must be at least 6. After the knight dies, pray in front of the altar (a blessing will be needed). You can also talk to the ghost of the Dune Knight. Head back out and talk to the Observer to complete the quest. "The Watcher's Mercy" and receive an amulet as a reward.

To the west of the altar of wanderings "Moon Gate", if you go down the stairs, you can meet two wolves, Sniffer and Dagger, busy with a large ruby. This ruby ​​is needed for the quest "Like a Clock". Convince the wargs, appease them with meat, or simply kill them, and then interact with the talking ruby. You will be sent to the pocket world of imps.

You need to get to the center, while time is slowed down. First, let's describe the standard path: in the first room, place the boxes on 4 floor pressure plates to open the passage to the next section. There is a door on the side - you can open it by breaking it or removing the object from the pressure plate in the previous section. Inside you can talk to the imp ghost. The next section contains poisonous smoke traps arranged in a circle. In the far part behind the smoke there is a valve - do not use it under any circumstances, because... the entire squad will die from the fog of death. Better pay attention to the door on the right. It is closed, but you can get there either by teleportation, or by using the glowing pyramid in the center (throw a teleportation pyramid into it, and then use the second one to find yourself on the other side of the door. Use the valve to speed up time, and then pull the lever, to exit the room. Now you need the door opposite - there is a core and the altar of Zantezza. As soon as you get closer, the countdown will begin. You only have one turn to get to the core and deactivate it. If possible, use the teleportation skill. After turning off the core, pray in front of the Zantezza altar.

There is also a second, safer and faster way. Once you are in the pocket world, teleport to the pipe to the southwest. Next, go through the pipes to the center. Note that on one of the platforms behind the pillar there is a chest with some good loot.

Academy

Now we go to the Moon Sanctuary in the east - this is the final part of this chapter. There are seven pedestals in front of the entrance. Interact with the columns of a man, an orc and a lizard so that they begin to glow with the sun, and leave the rest as they are - with the moon. After that, go to the door and place the phase capacitor on the pressure plate. After that, pull the lever. Here your companions can leave if your relationship with them is not good enough. You can also persuade them to be on your side, the main thing is not to use answers with conviction.

Once at the Academy, you will immediately meet the delegate of the fiends of the Void. If you have Fain in your party, let him talk to the delegate, and then use persuasion to prevent Fain from siding with the Void. We go further and turn left into the teachers' hall. There, use spiritualism to make the spirits of teachers appear. Ask any of them what happened at the academy, and then talk to your companions when yellow exclamation marks appear above their heads. Also, for each of the teachers, you can improve some quality, while reducing another:

  • Spirit of the Master of Agility. You can gain 5 agility points, but lose 5 perception points. Answer the initial question directly (first option).
  • The spirit of the master of perception. Gives +5 perception, -5 constitution. When asked at the beginning of a conversation, answer “Nothing.”
  • Spirit of the master of intellect. Gives + 5 intelligence, - 5 agility. Answer his question "False".
  • The spirit of the master of authority. Gives + 5 memory, - 5 strength. Answer her question what you will do, whatever you want.
  • Spirit of the Master of Strength. Gives + 5 strength, - 5 perception.
  • Physique Master Spirit. Gives +5 Constitution and –5 Intelligence. It doesn’t matter what you answer, his reaction will be the same.

In the far part there is a "phase conductor" plate, similar to the one at the entrance to the Academy. Place a phase capacitor on it to make a beam appear.

Also in the far part of the teachers' hall, open the door and go into the portal. There, turn on spiritualism and talk to the ghost of the Gechsvol bird, the manager of the arena. Say that you have become a champion of other arenas, and the quest will begin "Test Site". There will be automatrons inside. Don't immediately start combat as soon as the dialogue appears. It's better to give up the fight first. Instead, note that behind the Grand Guardian there is a special plate (phase conductor), similar to the one in the teacher's hall and at the entrance to the lunar sanctuary. Take control of a character with maximum stealth (at least level 2 is required for a successful operation), give him a phase capacitor and go along the left side of the entrance (west) behind the columns in stealth mode. Hide behind the far column as close to the stones as possible. Observe the movements of the blue Eternal Protector. When the window appears, unfold the eternal reflector on the other side of the column you hid behind twice so that the blue part of it faces towards the center of the room at the Great Guardian. After this, return to the shelter behind the column. Take another character and rotate the nearest Eternal Reflector to the entrance so that it faces northwest, and also rotate the southwest Eternal Reflector so that it faces northeast, towards the Great Guardian. After this, when the opportunity arises, go down as the first character to the phase conductor and install a phase capacitor on it. Also turn the eternal reflector there once. If done correctly, the beam will hit the Grand Guardian directly, and he will lose his magical armor and be stunned. Next is a matter of technique: concentrate all your efforts on the boss Great Guardian. He will be stunned until his assistants destroy the source of the beam. As a last resort, he can be knocked down. As soon as the boss dies, his eternal guardians and guardians will also be destroyed. Take the blade of the Deliverer from the body of the Great Guardian. After this it will be possible to collect the Scythe-Deliverer for the quest "Key to Freedom" and give it to Almira on "Mistress of Vengeance" (you can just give her parts). In return, she will promise to help in the final battle. However, before teleporting to the ship, visit the local altar of wanderings in the central corridor, so that you can immediately return to the Academy.

Return to the teacher's hall and deploy the eternal reflector, which the beam hits, so that it is reflected into the next room through the gap in the wall. Go to this room. You will find yourself in the library. Activate Spiritualism and talk to the spirit of Lennard Rowle in the southwestern part of the room. You will learn that a murder was committed here and the quest will begin "Non-scientific research". In order to complete it, talk to the spirit of Tarian Graie and convince her that she is dead. Next, pay attention to the movement of Master Tremley’s spirit - this will help open the passage to the dean’s office. You need to use 4 devices in the same order (can be the same character): first stand on the pressure plate in the center, then press the button on the column located to the east, then interact with the unusual tablet located among a pile of similar ones at the southeastern column , then use the right (eastern) lever at the northern door leading to the dean's office. We go into the opened room. Read the ancient tome on the table, and then discuss it with your party members. Talk to the spirit of Redalus and tell him where to find his beloved, Tarian Graje.

Also in the library, search the cabinets and tables. The northwestern table will contain the key to the warehouse - a room located next to the entrance to the Academy, opposite the teachers' hall (you can pick up valuable loot there). Also in the library in the southwestern part, rotate the eternal reflector three times so that the beam is reflected into the receiver near the western door. Let's go through these doors. There will be an automaton Seneschal on the floor. Interact with it and insert the phase capacitor into it. He will tell you about this place, and you can also buy skill books from him. Rotate the eternal reflector so that the beam is reflected in a northerly direction. Walk across the bridge; the further path is blocked by an energy field. There are two phase conductors on the floor on which to place phase capacitors (one can be found on the table in the staff room, two in the library (behind one of the western tables and from Master Tremley's corpse), and another one in the warehouse). Also, if everything was done correctly, the beam will hit the third phase conductor located on the column. We pull the lever and move on.

You will meet Bishop Alexander, if he was not killed, as well as potential companions who died on the Lady Vengeance after escaping from Fort Joy. You can talk to them, and Aleksandar can even be convinced to support your candidacy in the pursuit of divinity, but you must have the maximum level of conviction.

Attention! This is the point of no return, if you go to the test, you will not return to the Nameless Island.

To begin the test, talk to the automaton Eternal Judge. You will find yourself in the Arena of the Chosen. The task is to be the first to reach the key in the eastern part of the location. Your opponents, those whom you met near the Eternal Judge, will also try to get to the key first. There will also be two automatons on the way. If you convinced Aleksandar to help you, then he will temporarily be another companion of yours that you can control in battle.

As soon as you are about to use the key, Dallis Sledgehammer will appear. After the cutscene, go east. There you will be ambushed by the Gods, and they will take the guise of your party members and will have the same skills, qualities and equipment. The last incarnation of the god will transform into the Origin Titan, which is a more formidable opponent (however, note that despite the full armor, it will have the same percentage of full health as the incarnation of the god at the time of transformation). Also during battle, lava eruptions will periodically appear in the form of fireballs falling onto a small area. At first they will only deal fire damage, but then they will turn into lava, instantly killing heroes and gradually reducing the room for maneuvers, so do not drag out the battle. After the victory, the Ailment will open a portal (beacon), run to it with at least one character so that everyone is saved.

Once in the Halls of Echoes, talk to your companions. You can spend the night with someone with whom the main character is romantically involved. After this, you can also talk to the spirits of your opponents in the Chosen Arena. In order to move on, talk to the figurehead of the ship and the Ailment will appear. She will take you to Arx.

The Nameless Island is a story quest in Divinity: Original Sin 2. We have reached the Nameless Island. The Council of Seven is somewhere here, and the Key of Ascension is nearby. We need to find him.

Walkthrough

After you have mastered the power of the Source on Reaper's Coast, speak with Malaise to travel to the Nameless Island. Here you need to get into the Council of Seven.

The "standard" way is to pray at the seven altars and find out the sign of the god (Sun or Moon):

  1. Ralik. At the altar there is a battle between the masters and the Black Circle. Choose the side you will fight for, or kill everyone. Then interact with the altar. If your god is not Ralik, ask your god to intervene during the dialogue to avoid being blinded.
  2. Vrogir. See the task “Flooded Temple”.
  3. Amadia. See the task "In the clouds".
  4. Zorl-Stissa. Travel to the south of the island and find the Altar of Zorl-Stissa. On the way to the altar you will meet the Prince of Shadows (see quest “Mother Tree”).
  5. Dune. See the task “The Observer's Mercy”.
  6. Tyr-Zendelius. The altar of this god is located in the elven temple.
  7. Zantezza. See the task “Like a clock”.

Once you know the sign of each god, head to the Moon Gate.

Interact with the pillars of the gods to indicate the correct sign:

  • Ralik (person) - Sun.
  • Vrogir (orc) - Sun.
  • Amadia (wizard) - Moon.
  • Zorl-Stissa (lizard) - Sun.
  • Dune (gnome) - Moon.
  • Tyr-Tsendelius (elf) - Moon.
  • Zantezza (imp) - Moon.

Enter the Academy - the first part of the Council of Seven. Talk to your companions. Some of them may leave you at this moment and become your rivals on the path to divinity (do not choose the answers with conviction if you have a good relationship with your companion!).

The third method is the simplest, but you will not be able to complete a large number of tasks and will lose a lot of experience. Head to the southeast of the island. With a character with high Perception, find the hidden passage. Dig it to get to the secret entrance to the Academy.

Job structure

We reached the Nameless Island. The Council of Seven is somewhere here, and the Key of Ascension is nearby. We need to find him.

The corpses of paladins and masters are scattered all over the shore. How did they get here? And what happened to them?

We learned that in order to get into the Council, you need to climb a mountain and perform a certain ritual. How to do this can be figured out somewhere on the island.

The magisters and paladins on the island are loyal to Alexander. They came here to help him become the next Divine. However, the Black Circle stood in their way.

Aleksandar offered to help us infiltrate the Council if we kill White-faced, the leader of the Black Circle forces on the island.

We learned that the Screaming Ones were sent to the Nameless Island: surely the Masters will also be found nearby.

As it turns out, Ralik draws power from the Sun.

As it turns out, Tyr-Tsendelius draws his power from the Moon.

As it turns out, Dune draws its power from the Moon.

As it turns out, Vrogir draws power from the Sun.

As it turns out, Zantezza draws his power from the Moon.

As it turns out, Amadia draws strength from the Moon.

As it turns out, Zorl-Stissa draws its power from the Sun.

We learned that in order to open the doors, we must first apply voltage to the lever that operates them. A device called a phase capacitor should help us with this.

The gates to the depths of the mountain are open. The Council of Seven awaits...

Aleksandar killed:

  • We spoke with the ghost of Aleksandar. He told me that I needed to find a magical device on the island that would activate the lever that would open the entrance to the Academy.

We entered the Academy - the first part of the Council of Seven. We are moving closer to the Key of Ascension... and to divinity.

Answers to frequently asked questions related to the passage of the Nameless Island location

How to get to the lunar sanctuary?

  • Choose the moon for an elf, imp, gnome and wizard.
  • For everyone else - the sun.

Don't forget to supply electricity to the stove next to the lever.

How to complete the quest “Like a Clock”?

We missed this side quest in our separate materials on additional quests, but we will describe it here. You need an imp gem that the Black Circle has taken possession of. Without it you cannot enter the temple. Use ghostly vision to communicate with Zantetsya's ghost near the altar and find out what happened. The gem has been stolen.

It is located near the Lunar Gate. from opponents. Kill them for 13,950 experience points each. There is an alternative option - communicate and convince him to give up the stone. If you decide to give them meat, then check if the necessary remains of the Prince of Shadows or Alexander are in the backpack. There is a possibility that you will deprive yourself of important quest items!

Chat with the gem by taking it into your inventory. If there is a character with the “Scientist” tag, then select the phrase and you can move to the world of imps. If not, then choose any answer. Next, the gem will ask about the number of eyes. If you answer incorrectly, the stone will be deactivated. But if you choose the option with the “Mystic” or “Nobleman” tags, then again you will be transported to the world of imps.

In this world, movement is slow. Go further from the portal, open the closed door, for which you will have to click on the four plates and drag the metal boxes. It takes a certain amount of strength. Three boxes will be nearby, and the fourth will be near the portal where you appeared. There is another way to click on the plates - place your companions on them.

When you open the door, move on. Remove the box from one of the plates to open the next door. It can also be simply hacked. Use ghostly vision to see and communicate with the imp's spirit. There will be traps in the next part. Using the valve will release the fog of death and lava - do not try to do this!

Turn the other valve to activate the hyperactivity protocol. You will need to teleport to him. You can also use the hologram in the center - throw any teleportation pyramid at it so that it appears on the other side. Use the existing pyramid and find yourself near the valve. After turning it, time will be accelerated.

Next you will need to get to the core. When the door opens, you will hear a message about activating the self-destruct protocol. You will be given one turn to get to the core and interact with it. Either use teleportation or a character who can move long distances (for example, Sebilla).

After disabling the core, use the knight's altar and talk to the woman. There is an alternative way to get to the core - move to the pipes and follow them to it. Along the way you will find a chest with energy - inside there is a top quality item.

Where can I find an anvil?

Go to the Hall of Heroes hideout and approach Cecile near the locked building. Look near the fountain.

Where can I find the artifact?

Three artifacts of the Eternals are located inside the urn near the sarcophagus of the Eternal Ethera. It's in the Ancient Temple where you'll find a huge sphere inside a cave in the Black Mines.

How to find White-faced on the third island?

White-face is hidden inside a cave guarded by a troll. Inside it, behind the altar, there is an illusory wall, which opens the way to White-faced. One of the ways to recognize her is the hood received from Alexander at the beginning of the mission to destroy White-Face. A high level of perception or destroying a wall via CTRL using any melee weapon can help.

Is it necessary to kill Alexander at the request of the black mirror on the Nameless Island?

After killing Alexander, you can give White-Face his head. This will allow you not to fight with members of the Black Circle inside the cave. You can also change your character's tags - one for each hero. A very useful feature!

How to activate the columns to enter the Academy?

To get the desired combination, you must talk to Alexander after you kill White-Face. Or you can find out it yourself if you pass all the tests of the seven altars located on the island.

Here's the correct order:

  • Column of people - Ralik, the Sun.
  • Elves - Tyr, Moon.
  • Orcs - Sun, Zantezza.
  • Dwarves - Moon, Dune.
  • Magi - Moon, Amadia.
  • Lizards - Sun, Zorl-Stissa.

Columns in an ancient temple

Next, place the capacitor on the stand next to the door, which you will find on the construct near the altar of imps, and strike it with lightning. A passage will open, but if you don’t want to suffer with the columns, then move south and use teleportation to get to the camp. Move up, dig up the cache and get to the Academy.

So, “Nameless Island”... The matter is familiar, the path is determined: counterclockwise along the coast. In fact, if you go straight, the group will immediately find itself in the epicenter of hostilities; It is possible that everyone will become enemies. What about the traders? Those that belong to the Black Circle? Enemies, of course, need to be destroyed - but their goods will disappear into thin air. So the detachment is obliged to avoid battles for the time being.

But first: the Lady of Vengeance has a new passenger - Gareth! The same Gareth who disappeared from nowhere after sailing from the Reaper Coast (jumped overboard?) and appeared from nowhere in the final battle.

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

Well, well, the patch has made another change - is it for good? We'll wait and see, but for now, go ahead to the shore.

We rise into the heavens, to the temple of Amadia; Nothing complicated awaits the group here. It’s a pity that you can’t see the whole island from above – it would be great.

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

What if it’s “Tornado”? Happened!!! Wow, a spell!

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

The Red Prince, not without timidity, jumped onto the thin frozen crust and emptied the “treasure.”

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

The most “interesting” thing is that on this island there is another similar, “inaccessible” reliquary. We went to him - the lava does not want to harden completely; Teleportation still doesn't work.

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

Just “The Fox and the Grapes”... However, Olaf still managed to open the box, seriously frightening the man sitting behind the monitor.

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

Here is the temple of lizards, there is a meeting with the “master” of Sebilla - the Prince of Shadows. By the way, the Red Prince also has business with him.

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

Either he or Olaf starts a conversation with the enemy, Sebilla sneaks up behind him and frees him (the Prince of Shadows) from useful items. (By the way, this is why in the splash screenshot the battle does not take place near the tent: the prince left his place in search of the thief.)

It is important!

You should not separate the squad, Sebilla must approach the “master” accompanied by the main character, otherwise you will lose her.

Alternatively, you can try to interrupt Sebilla’s dangerous conversation with the Prince of Shadows: after the first phrase, one of the companions calls “Rain”, enemies hidden in the shadows will appear, and the battle will begin.

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

Another option is to leave Sebilla aside and deal with her enemy together; which is greatly facilitated by the terrain. (Ordinary heroes are incomparably weaker than Lone Wolves, you have to look for battle options.) One of the squad climbs the pillar, the second jumps over the gorge and climbs onto the rock, extinguishing the flames with the help of “Tornado”. The first teleports the Prince of Shadows to the ledge with the reliquary, the second immediately lifts the enemy even higher. (The mini-map in the screenshot clearly shows where exactly the enemy is being transported.)

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

Moreover, the retinue of the “master” Sebilla does not directly participate in the battle, skipping moves. Then Sebilla joins the squad, and the remaining opponents are teleported to the rock one by one.

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

Of course, this plan implies that each of the three fighters has the “Teleportation” spell, the “Tactical Withdrawal” and “Cloak and Dagger” abilities. (Adrenaline, Crushing Blow, Ram, Inexplicable Evasion, Chameleon Veil are welcome - also for every fighter.)

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

Having finished with the Prince of Shadows, we move on to the Black Circle camp - to trade. (A character with the maximum level of conviction must speak to the dreaming lizard!) However, buying everything we need won’t be enough for any gold - we need books to make compound spells. But stealing in conditions when three future enemies are walking back and forth across the camp territory at once is problematic. However, one of them, the Silent One, sits down on a stool from time to time: just what you need!

This is interesting!

This time I overdid it: I threw the stool so far that the battle at the temple of Ralik came into the field of view of her mistress - and she immediately joined him. Great! It's a pity that the stool burns in lava... :-)

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

The quartermaster sits on a stool all the time; you have to “pull” him out from under his ass carefully, from a maximum distance, so as not to provoke a fight. It turned out that the quartermaster was left without books.

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

Blocking two people walking is much easier; everything needed went into Sebilla’s backpack.

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

This is interesting!

On Nameless Island, books can be stolen from eight merchants - a huge library! If you're lucky, when you combine them, you'll come across something truly useful. I was able to get Mass Cryotherapy, Wound Cleanse, Mass Wound Cleanse, and Evasion Aura. How? I don’t know, I still haven’t figured out the principles of combining books. Last time I managed to get “Evaporation”, this time I didn’t get any. Perhaps one of you will figure it out - or has figured it out?

Not far from the Black Circle camp, they came across a couple of wolves, took the ruby ​​from them - and the detachment found themselves in the Zantezza temple. Nothing unusual happens, except perhaps a dialogue with an overly distrustful scientist.

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

It would be nice now to get into the temple of the elves, but the path is blocked by the Bilingual with his squad; Moreover, the “boss” is equipped with a permanent “Aura of Reflection”; that's where you need to start. Again, teleporting the enemy away from the squad, destroying physical protection, knocking him down - done.

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

Killing his retinue is just a matter of time.

As usual, in the corner of the elf temple stands Bishop Alexander, surrounded by guards, and in front of him is Gareth. He sneaked in invisible, intending to talk to the bishop and receive the task of destroying White-Face - but Alexander does not want to talk! What nonsense?! The only one we managed to talk to was Gareth; and this time we managed to convince him to abandon the fight. (I remind you that before the duel was inevitable, the hero was given the opportunity only to choose the side on which to fight.)

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

In general, I didn't like this option too much; I would prefer to take the task (and the magic headdress) from Alexander and then side with Gareth; now this has become impossible. (Unless you attack the bishop yourself, just like that.) At this moment I made another tactical mistake: the heroes did not have enough experience to increase the level and update the assortment of the merchants, and I led them to the “back entrance” to the temple. Completely forgetting that the bishop will immediately lead his group to the main entrance...

There is nothing to do, we need to clear the rest of the island. Another funny dialogue with the captain, whose group is flooding the orc temple with water.

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

The scheme is the same - teleportation, removal of physical protection, knocking down, finishing off. (Boring, right? But effective! I don’t like “pure” magicians! To each his own.) The cave with the sword of the ancients: he went down, pulled out the sword - and the autobo... ugh! .. the automatons quickly proved to the squad that taking someone else’s is not good. It’s not easy to fight with four, surrounded. I went upstairs and applied the proven scheme of separating enemies by teleportation.

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

Now - to White-faced. It is extremely advantageous to be above the enemy: we immediately pull him towards us, without waiting for the others to gather.

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

True, White-Face very quickly intervened in the battle - and was immediately teleported to hell. Unfortunately, this helped for a couple of rounds: it turned out that he could jump.

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

Well, he's not the first to do this. (Probably, you could have driven his entire retinue onto that ledge and pelted them with knives from above - bonus damage! Next time.)

There is nothing left to do on the surface, it’s time to go to the temple. As usual, the messenger of darkness was destroyed, regardless of the status of the diplomat. But this time they treated the Great Guardian differently... Lone wolves simply grabbed their blades and went into battle; ordinary warriors had to cheat. First, the “small” automatons were destroyed - to the right and left of the center of the hall. Then the invisible Red Prince crept behind the guardian and installed a capacitor in the socket; Olaf and Sebilla turned the mirrors - and the guardian was paralyzed.

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

The beaten “boss” tried to call for help, but there was no one to help...

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

This time we managed to get into the library in the usual way, through the door: Sebilla simply broke the lock (I still don’t know how to solve the riddle with the lock). It seems that everything possible has been accomplished... (True, Almira did not react in any way to the wreckage of the Deliverer delivered to her - a bug? Will she take part in the final battle? We'll see.) It's time to start the final test!

But first, the heroes decided to try to save the once saved - Master Delorus. (If you leave him in place, he will die along with the island; if you join a detachment, he will be killed in battles: too little health and protection. Therefore, they attached him just before the finale.) Alas... Delorus entered the temple doors with the detachment, but did not appear inside.

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

However, this, unfortunately, has already happened – even in Baldur’s Gate! – an ally joins the squad for a short time, but later disappears to an unknown location. It's a pity.

Bishop Alexander was filled with confidence in his chosenness, but Olaf managed to convince him: another temporary ally? A battle of all against all ensued, and Olaf's squad won. Out of curiosity, Alexander was sent to the Key of Ascension - nothing happens. But as soon as the heroes approached there, Dallis Sledgehammer appeared and a conversation began; ended as usual.

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

And now the simplest thing lay ahead - getting to the lighthouse. Suddenly... Three, three incarnations of Gods at once. And fiery rains, gradually turning into lava puddles. The incarnation of Ralik is destroyed - and the incarnation of Tyr-Tsendelius throws Olaf into the lava. Instant death, loading game.

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

We need to climb higher, where there are fewer lava lakes. Second battle: Ralik and Tir-Tsendelius are destroyed; The battle with Zorl-Stissa dragged on. Incarnations have a huge arsenal of spells; they make several moves in a row. It ended with a puddle of lava forming under the Red Prince and Olaf; Sebilla has just been resurrected - thanks to the idol. Loading game...

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

Things won’t work like that, we have to fight where there is at least no lava. Where? As close as possible to the beacon point (by the way, it is visible on the mini-map, despite the fact that it has not yet been activated). That's when the ability to jump comes in handy! An attempt to send one of the divine incarnations into the lava did not lead to anything: it would be strange to expect a “contact” death from those who can soar. I had to fight hand-to-hand.

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

The weakest of the enemies is Tyr-Tsendelius, he is destroyed first. Then - Ralik. Zorl-Stissa's health had barely been reduced by half before he transformed into the Origin Titan; with monstrous damage power.

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

If all the heroes had not had the ability to knock down, it is unknown how the battle would have ended.

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

This was the most difficult battle since the beginning of the journey...

Then the beacon was activated and the heroes were pulled out of the fiery hell - at the last moment.

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

The mortal danger we experienced together made us feel the taste for life more fully and acutely; to everything beautiful and wonderful that is in it...

"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")


"Divinity: Original Sin II": THREE TACTICS (Part Eight, "Nameless Island")

To be continued…

Your first goal is to get to the Academy and solve the personal quests of your companions.

Examine the bodies and you will find out that there is a war on this island between representatives of the Black Ring and the Masters. Some corpses will have a Purging Wand on them - take it with you.

If you saved Delorus in Fort Joy, here he will join your party and give information about the Black Ring and Bishop Alexander.

  • In the Sunken Temple (kill the Black Ring Master to enter), interact with the altar to learn information about Vrogir.
  • In the Temple of Ralich, interact with the altar to see a vision of Ralich.
  • There will be screamers at the entrance to the Elven Temple - use the Cleansing Wand to kill them.

    Alexander will be on top of the Elven Temple (if you agreed to help him by killing the Pale Man). He will help you join the Council.

    In the eastern direction towards the temple of Ralich there will be a cave guarded by a troll:


    Enter the cave and use the Stone of True Sight that Alexander gave you right after the altar to see the false wall. This will open the way to the Sallow Man.


    Kill him and report this to Alexander, for which he will teach you how to enter the Council. (Note: Inside the chest in the Pale Man's war room is a Shaft of Swornbreaker.)

    If you chose to side with the Black Ring, you need to kill Alexander and bring his head to the altar. The pale man will help you enter the Council.

    There are a total of seven temples on Nameless Island, but you don't need to explore each of them to complete the main quest. However, you can explore them for equipment and items.

    Two temples that are easy to miss:

  • Temple of Xanthezza
    To enter this temple, you need to kill the two wargs playing with the ruby ​​near the Moon Gate travel point. Use the ruby ​​to enter the temple.

  • Temple of Amadia (floating temple above the clouds)
    To get to this temple, you need to use the teleportation skill and go to the southwest of the island (near the Temple of Amadia), and then climb the vine.


    In addition, there are two secret caves on Nameless Island. You must study them before entering the Academy.

    First cave:


    (This cave is located in the south of the island, next to the shadow prince).

    Second cave:


    (This cave is in the north of the island - you can teleport there from the platforms of the elven temple. Inside the cave there will be several guards guarding a good sword. Make sure your character has enough strength to pick it up.)

    Now head to the Moon Gate where you need to solve a puzzle.

    1. First, install all seven gods correctly:

  • Man with the Sun
  • Elf with the Moon
  • Gnome with Moon
  • Orc with the Sun
  • To hell with the moon
  • Master with the Moon
  • Lizard with the Sun

    2. Once the gods are positioned correctly, use the Lightning skill to hit the Eternal Conductor (if you don't have this skill, you can place a Phase Capacitor on the conductor), then use the switch to open the gate.

    If you don't want to choose either side (Bishop Alexander or the Pale Man), you won't be able to use teleportation skills to get through the ruined areas in the south of the Dwarf Temple. In this case, in the easternmost area, dig a hole to enter the Council.


    (Through this hole you will be able to enter the academy without outside help.)


    Before you join the Council, your companions will temporarily leave the party. You have to convince them to agree that you should go to the Deity. Apart from your love interest, he won't have to be convinced.

    No matter which method you choose, you will eventually enter the Academy.

    The key to the vault can be found in the Library.

    If you use Spiritual Vision in the staff room, you will be able to see the spirits of the teachers. Each of them can boost one of your attributes.

    To raise the barrier, you need to activate all three lightning squares in front of it. Like this:


    First, place the capacitor on the square in the staff room. (Capacitors can be found in the Pale Man's camp and in the rooms of the academy: one in the western room (vault) inside the academy, one on the master's corpse in the library, and one in the office in the library.)

    Position the supports correctly


    Once you have electrified all three squares in front of the barrier, use the switch to raise it. (Note that if you don't have enough capacitors, you can create a water surface and cast spells on it to activate both squares.)

    Alexander and the rest of the gods stand behind the barrier (there are no companions in your party). When you're ready, speak with the Eternal Arbitrary to enter the Arena of the One. (Before continuing, you can teleport one of your teammates to the Forbidden Library for the side quest "Scientific Endeavor"). In the Arena, you will need to get to the end faster than others.

    If Alexander is still alive, he will be here, along with the other companions. You can focus on them and then follow through.

    When you are ready to absorb power, Dallis will suddenly appear and beat you to it. Her actions will destroy the Arena and you will have to escape the ruins before it is too late.

    Angry at your failure, the gods attack you. When you kill them all, use Malady's beacon to escape.

    Once back on the ship, you can spend the night with your companion. When you feel ready, talk to the statue to summon Malady, after which you will travel to Arx.