Divinity: Original Sin 2's complexity can be daunting at first, and not everything is explained in detail. The good news is that a lot of early decisions can be taken back—you'll have a chance to respec later in the game—but just getting through the first few fights can be rough, even on Classic mode. To settle your nerves, we've compiled a few tips to help ensure you're set to adventure by the time you leave Fort Joy. (Speaking of, here's our walkthrough of all the ways in and out of Fort Joy, if you need extra guidance.)
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Minor spoilers ahead for the first several hours, of course. These tips were last updated on September 29.
Pick an origin character
Original Sin 2’s robust character creator lets you cook up all manner of heroes and weirdos, but for the richest experience you’ll absolutely want to choose one of the origin characters. They are just as customisable as any other character you might make, but come with an origin story, extra voice acting and their own personal quests. The ones you don’t choose then become companions who can join you.
That said, don't fret too much if you prefer to play as a character of your own. You can initiate dialogue with non-party NPCs using any of your party members, meaning you'll have chances to experience some of their unique dialogue options if you want. It isn't quite the same, but you'll be able to follow their stories either way, and you'll pick up new character tags throughout your adventures that give your custom character a bit of unique personality.
Get a healer in your party
When you recruit new party members, you have the option to assign them different class presets than their defaults. If your character doesn't have any healing abilities, it's a good idea to request that one of them take the role of Cleric. Money is tight in the early game, so relying on potions to heal will make it tough to afford new armor and weapons.
Original Sin 2's class system is very flexible, so don't worry if you'd prefer your chosen healer be something else down the line. As a Cleric they'll get points in Hydrosophist and Necromancer, both of which support lots of cool, non-healing related spells. And you can completely change their specialization down the line and, say, build them into a rogue if you want.
How to earn money and gear up
First of all, click on everything. You never know who or what is important in Original Sin 2 at first glance. Every NPC could be a potential quest-giver, holder of important knowledge, or maybe they just have some hilarious jokes they’re waiting to rattle off. And a random piece of tat you find on the beach or in an otherwise empty barrel could be the key to solving a mystery, or maybe it’s just worth a few quid to the right buyer (but think carefully before selling items that might be quest-related). If it isn't red, you can snag it without being attacked for stealing. Essentially, you’ll want to treat it like an adventure game.
Also, remember to complete your quests. Even a simple thing, like talking down a few thugs, can result in earning experience, gold, and items—but you have to go talk to the quest giver to get your reward. Check your journal to see if you have any outstanding quests to complete.
All that said, money is going to be tight for a while. Quality armor and weapons are hard to come by in the early game. To help a little, check to see who in your party has the highest Bartering level, and make sure they cozy up to traders and get on their good side—even saving 20 gold here and there is worth it.
You can trade with many NPCs even if they don't offer
If an NPC is marked as a 'trader,' you won't always be able to get to the trade screen through dialogue. Even if you're on good terms and you've spent gold with them before, they'll sometimes get stuck repeating one line of dialogue, or just stop offering, which can be frustrating if you haven't yet noticed the easy-to-miss button on the upper left side of the dialogue box (see the screenshot above). Click it to open the trade screen.
Save money on lockpicks, get a skeleton
If you’re not going to play as Fane, the Undead origin character, then you should at least bring him as a companion. He’s excellent company, being the source of a lot of biting sarcasm and camp, pantomime menace, and his boney digits are unexpectedly handy. Fane, and indeed any Undead character, is a walking skeleton key, able to use their fingers to unlock doors and chests, as long as they have the appropriate skill level.
Get the Pet Pal talent
If you’ve got the Pet Pal talent (or someone in your party does) you can talk to animals, and it’s not just for laughs—animals frequently offer advice, spill secrets and occasionally give out quests. These conversations are also the source of many great character moments. Anyone can get the Pet Pal talent, and you can also choose it during character creation. If you recruit The Red Prince, he has it by default.
Protect the black cat
Speaking of animals, early on you’ll find yourself followed by a black cat. He can’t be harmed in combat, but if you walk past the guards in front of the gate to Fort Joy Prison, east of the camp, one of the archers will murder the innocent kitty. Keep him alive, however, and when you escape the camp, he’ll join the party as a summon, allowing you to switch places with him in battle.
Make liberal use of quicksave
Divinity: Original Sin 2 is hard. Even on the default Classic Mode, battles are brutal, and in the first act you’ll often find your squishy party a bit underprepared. Resurrection scrolls are also incredibly pricey, though you can occasionally loot them. This isn’t helped by an autosave feature that kicks in when a battle begins, not before, so you won’t be able to prepare any better. So whenever you think you’re about to duke it out, hit that quicksave button.
It's also a good idea to quicksave before entering a new area, or initiating any major quest dialogue. Unless you're going for a one life, no take-backsies game (in which case we salute you), you'll find that what you say and do can have big consequences that you may want to take back.
Retreating is fine
Alternatively, and especially if you're avoiding save scumming, you can always flee. Once a character is out of range of the enemy, you can click flee, and they’ll respawn at the nearest waypoint. In the middle of a battle, it can be tricky to get far enough away from foes, so it’s worth investing in tricks that make escape easier. Teleportation, flight and the Tactical Retreat ability are all boons when you just need to get the hell out of there.
Environmental effects are handy and deadly
Fights are often won by the group best able to manipulate the environment with magic and elemental weapons. Cast rain on a group of enemies, and then a spell that applies chill, and you might end up with frozen enemies and slippery surfaces. These environmental effects make great traps—and also obstacles—but they can help you as well as hindering enemies. A Necromancer, for instance, can make it rain blood and then cast a healing spell that soaks up all of the puddles to increase their vitality.
And don't forget: undead characters heal from poison. Be careful not to accidentally do them any favors (unless it's Fane) by leaving poison puddles around. You can use healing abilities on them to do damage, too.
Grab a bedroll as soon as possible
While healing potions and spells are important when you’re in a fight, the best way to heal outside of battle is by taking a quick nap. That’s only possible if there’s a bed nearby, however, and you won’t find many of them out in the wilderness. That’s why it’s so important to pick up the first bedroll you encounter. You’ll be able to take it with you everywhere, and clicking on it heals every character almost instantly. You'll find one in the first beach area near the entrance to Fort Joy, on top of a ruined wall. There's a shovel there, too. You should grab the shovel.
Don’t forget to rotate the camera
It seems so obvious, but it’s easy to forget that you can rotate the camera to get a clearer picture of the area you’re marching through. Often, the angle can hide entrances, caves, chests and secret paths that become clear when you change your perspective. I spent about 30 minutes looking for a cave, only to discover that I’d passed it a dozen times, but until I changed the camera, I only saw the hill behind it. It's not a bad idea to have a character with high Wits, either, as they'll call out secrets when they see them.
Divinity: Original Sin 2 is so expansive and elaborate that even with this list, there’s going to be a lot for you to learn, but the most important lesson is just to experiment. That might mean using the teleportation spell creatively to loot corpses that are out of reach, for instance. If it seems like you can do something, there's a good chance you can, so you may as well try.
Divinity: Original Sin 2 is not a simple game. Fights can be grueling, quests confusing and item management is a beast all of it's own.
With that in mind, we've gathered up some of the most useful tips and tricks to help you succeed early on in Divinity OS2. These include simple gold earning methods, clever tactics and powerful skill selections to carry you through the toughest fights in the game.
Get the Teleportation Gloves[edit]
Shortly after arriving in Fort Joy, you can find a man named Gawin lurking around a large fire on the West side of town. Whether or not you help him is unimportant, it's the item he speaks of. Teleportation Gloves!
They are found along a beach to the West of the town. There are 3 Crocodiles here. Kill them and loot the surrounding area for several items, one of which will be the Gloves of Teleportation.
These gloves are extremely powerful early on, as they give you access to a full version of the Teleportation spell. In combat, it's a useful skill for moving enemies around the battlefield, dropping them into fire or bringing mages closer to your fighters.
Out of combat it's even better. It allows you to traverse gaps that you can't walk across. You can move objects back and forth, and even teleport traps completely out of your way.
Give A Little, Save A Lot[edit]
A rarely brought up part of bartering in Divinity is the option to gift an item to the merchant. I know, that sounds crazy, but there are many good rewards for doing it!
When at a merchant that you like, or expect to do lots of business with, start gifting them items. You can do this by selling them items, without actually balancing out the gold. The more valuable the items you give them, the higher their attitude will be towards you. Although this costs money in the short term, long term you'll be able to sell them stuff at a much higher price and when their stock refills, you can buy from them at a cheaper rate!
This is hard early on, due to limited resources, but as time goes on make sure to offer up a few items to your favorite merchants. Getting their attitude up will earn you a lot of money in the long run and is well worth the few hundred gold it'll cost early on.
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Summoning Magic is Good..Very Good[edit]
There are no bad skills in Divinity. Each has a use, sometimes several, but Summoning Magic reigns supreme when it comes to combat.
The reason for this, is that the Incarnate skill summons an ally for you, based on the surface it was summoned from. See some fire? Conjure up a Fire Incarnate! Poison puddles all over? Summon a Poison Incarnate.
The element isn't the powerful part though, it's the additional numbers it adds to the fight. Divinity OS 2 is designed and primarily balanced around there being 4 combatants on your team. Introducing more allies will increase your odds of survival by huge margins. The Incarnates make great distractions, are surprisingly powerful and last for several turns. Even if someone only has level 1 Summoning, it's still wise to give them the ability to create Incarnates, their power cannot be stated enough.
Crime Pays[edit]
There is no polite way to put it, but it's never been a better time to be a criminal in Divinity: Original Sin 2.
![Sin Sin](/uploads/1/2/3/7/123713227/984406357.jpg)
Stealing, pickpocketing and even killing those who are rich can lead to your party being very well off both in gear and finances. You can then take these newly acquired goods to your favorite merchant like we mentioned above, and make a fortune selling them.
Of course, there are repercussions for this kind of behavior. Constantly stealing from people will quickly raise their suspicions of you and you'll begin getting called out by NPCs and Guards. Killing NPCs can also be dangerous, because other NPCs may find the body and alert the guards, or see you while you're doing the deed. Greed is good, but too much can get you into a lot of trouble.
Different Races Have Varying Reactions[edit]
This isn't something directly stated to you, but implied. Depending on the character you are talking to, the race of your character will matter.
Entire quests will come to a halt if you are the wrong race, or never begin in the first place. Anytime you meet an NPC who seems dodgy or evasive, try talking to them as a different party member and see what they say.
Switching to a different character also allows you to speak to the NPC all over. Each character gets to have their own interaction, so if you get shut out of dialogue with one person, you can switch to another and try an alternate line of questioning to see if there was another option.
Mix and Match Skills and Abilities[edit]
Traditionally, RPG games reward you the most if you stick to one talent tree. You'd often pick just Magic and only that, commit to it fully and become a Grand Wizard of immense power by the end of your game.
Divinity: Original Sin 2 instead rewards diversity. This doesn't mean you should level up every skill, but it pays off to divvy your points around between 2 or even 3 different combat abilities. For instance, having a Hydrosophist who can also use Aerotheurge and Summoning is a powerful combination. A Scoundrel who can access Warfare and Necromancy can be near impossible to kill, and Polymorph fits into almost any build with it's strange and unusual skills.
You Can Never Have Too Many Hydrosophists[edit]
The Hydrosophist ability tree has several useful spells in it, but none more useful than Regeneration. It's the primary healing spell and it's going to be your main source of survival for a very long time.
Damage is plentiful is Divinity: OS2, so having several ways to heal is going to be crucial if you want to succeed. Also, since Regeneration has a fairly long cooldown in combat, having two characters that have access to it will make your life much easier.
As if healing wasn't great, Regeneration also douses you with water, removing flames!
Pet Pal is Basically Mandatory[edit]
Technically, it's not. However, if you don't take the Pet Pal Talent then you'll be missing out on a lot of dialogue and several quests.
This doesn't mean you need it on your main character of course. Ifan, a companion has it by default and you can always pick it up later on someone else if you don't use him. There are so many instances where you can speak to animals for quests and other goodies, that adventuring without it just won't feel the same.
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Always Carry a Bedroll[edit]
Early in the game you come across the Bedroll item. You can get several of them on the boat you start with. Pick. Them. Up!
The Bedroll may be the single best item in the game. When out of combat, it allows you to fully heal your party at no cost. So long as you have a single Bedroll in your inventory, you can heal the entire party, anywhere you are. It's far faster than standing around, constantly casting Regeneration on everyone.
Crafting Is Awesome[edit]
It takes time to build up, but the Crafting system is very useful. Cooking in particular is a hidden wonder that you can often overlook while playing.
Food has several perks that can go a long way in combat. Firstly, most food heals a percentage of your health, so that it's useful throughout the entire game, unlock potions that heal a flat amount. Food also gives many other bonuses, like stats or resistances. Food is also very plentiful, so it's easy to stock up an entire party with several options to consume in battle. It's a great way to even the playing field, or get that extra stat point boost to help you through a particularly tough boss fight.
Multiplayer[edit]
At first glance, Multiplayer can seem a tad confusing. There are two ways to go about it.
First, there's the server browser. From the main menu you can select Multiplayer, which will bring up a list of lobbies. This method is for starting a campaign. Anyone who joins will then be able to make a character, and journey with you from the very beginning.
Once you have a game going, it's not necessary to use this anymore. Simple load up your game, open the main menu in-game then select Connectivity Menu. From here, you can just select who can join and invite people. People who join through this method will be assigned one of your current party members.
Crime Pays, But Only Once[edit]
Being a thief is a quick way to get rich. Whether you're stealing off a shelf, or right out of someone's pocket, you're always sure to turn a profit.
The downside? If you get caught stealing off a shelf or table, then the guards will be alerted and the NPC will likely become hostile towards you. If you're caught pickpocketing, the person will notice their items missing and question you if you stick around for too long.
It should be noted that you can only Pickpocket someone once! How much you steal is determined by your skill level, but no matter what level you are, you can only steal from them once.
![Divinity Divinity](/uploads/1/2/3/7/123713227/592221899.jpg)
Moral of the story? If you plan to steal items, do it fast and make a hasty exit before anyone gets suspicious!
You Get a Free Stat Rebuild[edit]
As we mentioned on our comprehensive Creating the Strongest Characters in Divinity: Original Sin 2 page, you will get a free character rebuild at the beginning of Act 3.
This happens while you're still on the boat. Below decks is a mirror and if you speak to it, it lets you completely redo your character but lets you keep all the levels you've obtained. This means, that if you made a bad decision, or use party members with overlapping skills, you can rebuild them to better fit your team.
Certain Races get Unique Skills[edit]
It's barely touched upon in the game, but the different races have hidden talents beyond what is listed.
For example, the Lizard race can dig holes without using a shovel and the Skeleton race can pick locks using their boney fingers. Elves can eat body parts, which is well known, but what the game doesn't tell you is that they also can learn skills while eating body parts!
Dwarves and Humans get the short end of the stick and sadly have no extra special hidden perks.
Bless is a Very Picky Spell[edit]
Several hours into the game you will unlock the Bless spell. It's a strange one and at first it might not seem particularly useful.
Bless has several applications, but most of them are secretive. Below are some applications of the bless spell:
- Removing Curse from an Object - Some objects, like levers and switches are cursed. You can usually tell because there will be a black fog on or around them. Bless the object to remove the curse and make the item safe.
- Cleansing Hellfire - Some creatures will have a debuff on them called Hellfire. This is a form of fire that normal water can't extinguish. Try casting Bless on them and sometimes the fire will go out. Other times you'll need the character to be standing in a puddle of blood, and Blessing the blood will cure them.
- Clear the Ground/Turn Water into Healing Ponds - If there are cursed surfaces on the ground, using Bless will cleanse them. Alternatively, you can Bless a normal surface of water and turn it into a pond that heals you every time you step into it.
Chicken Claw is Secretly the Best Attack[edit]
There are a lot of useful status effects in Divinity. Knockdowns and Stuns for instance are powerful spells that buy you time in combat to deal with a scary situation.
Chicken Claw however, is a true treat. Once an enemy has no Physical Armor, you can use Chicken Claw on them to turn them into a chicken! This makes them very easy to hit and causes them to miss several rounds of combat. What's better, is that it works on a lot of bosses who are immune or resistant to other status effects.
Set Traps With Barrels[edit]
You know those barrels you are usually avoiding in combat? Well, a high strength character can actually pick them up and carry them around!
If you find a tough fight that you're struggling with, run around the area and grab a few barrels. Set up a giant trap, then lure your enemies into it and blow up the barrels, causing massive amounts of damage. Virtually everything in Divinity can be moved with enough Strength, so remember to experiment!
Elements Can Trigger Different Effects Off Each Other[edit]
This is something you'll learn fairly early, but the game doesn't do a great job of highlighting it. The various elements in the game can cause different effects depending on what hits them!
- Fire and Poison - These two mix together to cause a massive explosion that leaves the target on fire and poisoned.
- Fire and Water - Creates a cloud of steam and smoke, making it impossible to be hit by ranged attacks.
- Water and Lightning - This makes the water get electrified, shocking and stunning anyone in the water.
- Bless and Water - Creates a pool of blessed water, healing everyone standing in it.
Vendor Items Rotate Over Time[edit]
You may have noticed that some Vendors sell new items when you visit them. This is because when you level up, it causes vendors to get new items. Keep in mind this doesn't always mean they will get new items, as it seems vendors will eventually stop stocking items that are far out of their item range, but it still pays to check back anytime you've leveled up.
Did you know Vendors will also hold on to your items you sell them virtually indefinitely? If you ever need an item back, make sure to check nearby vendors to find your missing items.
Companion Died? Who Needs Them![edit]
Sometimes, bad things happen and people die. Don't sweat it! If you finish a fight but have no way to revive your allies, you can leave them dead for as long as you like. Just make a note of the location and come back for them after you've bought a scroll of Resurrection.
Everything is Valuable[edit]
One of the easiest things to overlook in Divinity is the value of items. This doesn't strictly speak to the monetary value, but the general use the item might have to you.
The game is pretty tight lipped on what is worth selling, keeping or simply passing by, but we suggest you take everything! Books, silverware and other knick-knacks can be sold for a few coins, and are great for gifting to merchants to make them like you more.
Food can be turned into various cooked meals that buff your stats and heal you in combat. There are countless crafting materials that can be hoarded for the future (and trust us, later in the game you'll thank yourself).
Even stuff like the paintings on walls can be sold for a decent profit. Divinity is also quite sneaky with it's hidden valuables. You might pass by 100 plates on your journey and start ignoring them, only to miss the Gold and Jewel Plated Spoon sitting on a table that sells for 1000 Gold. Leave no items behind!
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Divinity: Original Sin 2 thrusts players back into the world of Rivellon, where they take on the role of Sourcerers who must stop an evil tyrant from taking over the world and banishing Sourcery forever. At the start of the game, players find themselves bound by a Source Collar, which negates any magical powers they might have at their disposal. If you want to start using your magic once more, you’re going to need to know how to get rid of this Source Collar. In this article we’ll walk you through how to remove your Source Collar in Divinity: Original Sin 2, which will allow you to start casting spells upon your enemies once more.
How to Remove Your Source Collar
Removing your Source Collar isn’t a twostep process that ends early in the game. In fact, it’s going to take you a good few hours to reach the point where you can actually remove your Source Collar and start throwing around magic spells.
The first thing you need to do to remove your Source Collar is make your way into the kitchen at Fort Job. Once here, head outside and look for an NPC named Noosey. Speak with Noosey to learn about the Arena of One, and then head inside the hatch that is marked so cleverly on your map.
Once inside the arena, speak with The Thorny One to start combat. Once you’ve finished the combat trial, speak with The Thorny One again. She’ll advised you to speak with the Tinkerer to remove your Source Collar. At this point, head out of the arena and look for Nebora, a woman near several Blacksmith tools in the Fort Joy area. Speak with this woman to confirm that you are the champion of Fort Joy’s arena, and then she’ll remove the Source Collar from your personal character.
How to Remove Your Party Member’s Collars
Now, the next step in the process is to remove the Source Collars from those who remain in your party. To do this, you’re going to need to be prepared to go a bit further into the game, after you have escaped Fort Joy. Upon reaching the ruins far north you should receive a quest call Most Dangerous When Cornered. When you receive this quest, you’ll have to rescue a man named Gareth.
The quest itself is pretty straightforward, so you should make your way to the Seeker Hideout and speak with both Duggan and Leya. Once you have talked to them, they’ll offer to remove your Source Collar, but only after you save Gareth. Elisabeth elliot libros pdf descargar. Leave the Seeker Hideout and make your way to the Ruined Castle in the Hollow Marshes. Once here, avoid the Shrieker near the entrance, and instead head around the ruins and look for some vines that you can climb to scale the southern wall.
At the top of the wall you’ll gain access to the upper level of the castle ruins. Climb down the nearby ladder and take out the magisters in the courtyard below. During this sequence, Gareth will be in combat with another group, and you’ll need to fight off all of the Magisters and speak to Gareth. He’ll advise you of his plan to steal the magister’s ship plans, which he believes he’ll use to escape the island.
Once you’ve saved Garteh, return to Leya and speak with her once more at the Sanctuary of Amadia. She’ll be pleased to hear of Gareth’s saving, and will remove the Source Collars from the rest of your party members without any fuss.
You should now know everything you need to know to remove the Source Collars from all of your party members. Make sure you also take a look at our guide on how to find all of the artefacts of the Tyrant’s armor in Divinity Original Sin 2.
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About the author
Josh has been exploring fantastic worlds and getting lost in video games for as long as he can remember. Starting out on the Super Nintendo with Super Mario World, and ending up in the world of next-generation gaming. He enjoys digging into the story and lore of massive RPGs, as well as getting lost just trying to make that last jump in any platformers he gets pulled into, as well as everything in between. He holds a Bachelor of Fine Arts in Creative Writing for Entertainment.
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Divinity: Original Sin 2’s first challenge is getting safely, or at least successfully, in and out of the Fort Joy prison camp. You may have noticed there are quite a few ways to crack that particular egg. Here’s every way to get in, and more importantly, back out of Fort Joy. You can mix and match to your heart’s content or pick up every quest along the way if you want. There are a few ways to escape without getting into a fight, but you’re going to have to handle some combat, one way or another, to get in.
To make it easy, we've described the set up and outcome of each relevant questline, so there are spoilers ahead for the early game.
Getting in
The Magister’s key
Magister Yarrow’s father is missing and if you can reunite the two you’ll be rewarded with Yarrow’s key to the fort. Either talk to Yarrow on the North wall of the fort to start the quest or find her father, Migo, on the Southeast beach. Migo is half out of his mind and eager to rip you in half when you find him. The only way to stay out of a fight is to talk to him armed with a Yarrow Flower. Fortunately, Yarrow flowers are all over the island (they're purple, and we found one near the man with the coffin). Give him one to remind him of his Yarrow Girl and he’ll give you his ring. Present the ring to Yarrow as proof her father still lives, follow her to the family reunion, and she’ll give you a key to help you escape before you turn into as sorry a sight as her father. The only problem is, the key goes to a door just south of the main fort gates on a catwalk whose ladder is propped up out of your reach. To put the Magister’s Key to use, you’ll need to teleport up to the catwalk with the Teleportation Gloves.
Lord Withermore
In the Strange Cave on the South beach is a small group of elves who’ve made a sort of hideaway from Griff and his bullies. The kids playing hide and seek off to the side can reveal a hidden passage if you talk to them. With high enough Wits, you can discover it yourself without their help. You'll need a shovel, and you can find one just outside the entrance to the Fort Joy slums (where you first approached from the beach), on top of a ruined wall where there's also a bedroll. Down the hatch is a long-undead Skeleton named Lord Withermore. If you agree to take on a quest for him in Fort Joy’s basement, he’ll reveal a hidden route into the dungeons. In the waypoint statue at the entrance of the camp is a switch revealing another secret door. If you climb inside, you’ll find yourself another waypoint and an entrance to the dungeons. A locked door blocks your way but if you look closely there is a lever nearby to open it.
From there, you'll find a locked door up some stairs. You'll either have to pick the lock, or get into a fight. Note that the key doesn't drop from one of the Magisters—it's sitting on a stool where you fight them.
The Teleportation Gloves
An enterprising human named Gawin who hangs out near the Northwest wall will tell you he has a teleportation scroll to help get out of the island. He needs an accomplice who also possesses the powers of teleportation. If you want to come along, you’ll have to find yourself the Teleportation Gloves. Don’t worry, Gawin informs you, they’re just in the stomach of a furious crocodilian. You’ll find them on the beach north of the boat where you first encounter Beast. Watch out, those crocs have a teleportation skill of their own. Why wouldn’t they, right? Once you pry the Teleportation Gloves out of their cold, dead jaws, you can go help Gawin with his scheme outside the North side of the fort walls. He claims that only one of you can come along but that isn’t entirely true. Gawin will double-cross you as soon as you send him across to the opposite ridge, leaving you in the dust. Send your party over after him with those gloves anyway. You’ll still be close enough to one another that you can send the gloves to the inventory of your party members on the opposite side. Teleport the last poor member of your crew over and get going. This path will lead you to the docks. If you’re alone and unable to follow Gawin, you can smash the trunk on the ridge to bits and fall down the hole to the beach. After that, a cave below the opposite ridge will take you into Fort Joy’s dungeons.
![Divinity Original Sin 2 Get Collar Off Divinity Original Sin 2 Get Collar Off](/uploads/1/2/3/7/123713227/222905881.jpg)
Freeing Amyro
The camp’s resident gang boss, Griff, has an elf named Amyro locked up in the kitchens. If you free Amyro, he’ll show clue you in on a secret passage into the fort. To free him, you’ll need to prove to Griff that the elf isn’t the one who stole a shipment of oranges. The real culprit, Stingtail, is on the Southwest beach. Be careful about approaching him because you can wind up putting a damper on two companion quests by accident. The Red Prince needs to speak to Stingtail and Sebille needs to kill him. Let them both do their thing, in that order, separately. Don’t worry about Stingtail winding up dead. You can grab the oranges out of a nearby crate and give them to Griff in exchange for Amyro’s freedom. The path Amyro shows you will eventually lead you to the dungeons, with some gags in between that I refuse to spoil. Suffice it to say, you’ll want to either bring a character with the Pet Pal perk or make sure to hug the east side walls and look for vines to climb to get through the passage safely.
The arena of Fort Joy
The fighting ring beneath the kitchens is another tough fight. If you plan to take this one on, I recommend starting each of the other quests to get the experience first. Not only that, but if you do choose to play for a win in the arena, your reward will be having your collar removed, which the Magisters will promptly throw you in the dungeon for. This will force you to exit the fort by fighting your way out of the dungeons, so wrap any other matters of interest up first.
Getting out
Divinity Original Sin 2 Source Collar
If you took an entry route that leads to the dungeons, prepare to fight your way out. When you do, you’ll exit from a staircase that takes you to the main floor of the Fort. Otherwise, you’ll have found yourself on the main or second floor of the fort with all of the following escape routes:
The drawbridge
The drawbridge at the back of the fort can simply be lowered with a lever nearby. To reach it, you may have to fight a few Magisters on the north side walls. You can reach this area either by walking up the outer stairs within the fort’s courtyard or by entering the second floor and walking out the North door where Paladin Cork is already confronting them. Alternatively, you can sneak out the back door of the same room, lower the drawbridge unnoticed, and get gone fast.
The broken ladder
On the second floor, East of the Hall of Penitence where High Judge Orivand is lecturing some poor prisoner, there’s a small, circular room that looks like a guard tower. There are some barrels blocking your exit onto a wooden catwalk. Simply move the barrels out of your way and you’re home-free. At the end of the platform is a broken ladder. You’ll land on your rear, but that isn’t so bad as far as escape attempts go.
The docks
If you painstakingly teleported your party across the cliffs where Gawin so thoughtlessly abandoned you, the docks will be your escape route. When you arrive, Gawin is getting what he had coming at the hands of the Magisters on the docks. You can either take out this group yourself and simply walk out or do some sneaking. It is possible to sneak behind the main dock area and teleport your party one-by-one onto the beach below. It takes time, but was worth it for a coward like me.
Han the Ferryboy
If you got onto the second-story catwalk of the fort but don’t have the Magister’s Key, you can climb down the ladder inside the courtyard while sneaking and enter the main fort doors. Conveniently, those aren’t locked. Once inside, head immediately to your right to confront two Magisters harassing a young boy named Han. The kid was sent in to rescue someone else who, if you explored the dungeons, you can tell him won’t be making it. After taking out the Magisters, Han will help you escape in his boat.
Sewer grate
Divinity Original Sin 2 Walkthrough
Also on the main floor of the fort is a torture area. Instead of heading for the docks where Han is waiting, take a left and make your way back. You can fight Kniles the Flenser if you really want to, but be warned that the Silent Monks in the room, who are passive elsewhere, will join him. Instead, you can sneak around the left side of his room and out an unlocked gate leading to the sewer drainage pipe. Freedom!
There’s a moment in every great game where you totally fall for it. For Divinity: Original Sin II, that moment manifested itself in my introduction to the rather brilliantly named Face Rip-off ability, which lets you tear the face off any corpse and, after some basic crafting, wear it like a mask. Soon after that, I’m chatting to a dead bull who is doing a pretty subpar job of predicting my future. By this point I am utterly smitten with Larian Studios’ ludicrously ambitious sequel.
Interested in another aspect of the game? Check out our impressions of Divinity: Original Sin II’s Game Master mode.
Context is important here. There are four races in Divinity: Original Sin II, but you can also play the game as an Undead variant of any of these races, like Fane, the new character in the demo I was shown at Gamescom 2017. Fane is a humanoid character from an ancient race called the Eternals. He’s spent the past few hundred years in a tomb, and after killing and eating his rescuer – a kindly dwarf who was mining in the area – Fane has emerged into a very different world from the one he left behind. After having spent so long underground his flesh has also totally rotted away. The lack of a face isn’t normally an issue in Divinity: Original Sin II, but as my parents told me during my teens, you can’t go through life with your hood up.
Which brings us back to Face Rip-off and why Fane is using it. We open the demo on a grizzly scene: a caravan on its side, traders left slaughtered by the roadside, not even the bull’s life spared. To find out what happened, we can ask around at a local town, but they won’t let a skeleton in. Solution: we pull the face off a deceased dwarf, which we can then combine with a Shapeshifter Mask to fully transform Fane’s appearance into that of the dwarf whose face we nicked. To do that, however, we’ll need some rare Source Points.
A new ability in Divinity: Original Sin II, called Spirit Vision, lets you see and chat to ghosts. When combined with the Pet Pal perk from the first game, Spirit Vision even lets you talk to ghost animals like the poor, spectral bull. Unsurprisingly, the bull doesn’t offer much help, but by using Purge on the bull we can gain a precious Source Point at the cost of doing something extremely evil: robbing the poor animal of its soul. Evil deed done, Fane can now cloak himself as a dwarf and enter the nearest township.
Larian Studios founder Swen Vincke points out that had we been playing as an elf then we’d already know what happened to the deceased traders. That’s due to their incredible ability to absorb memories by eating the dead. But we’re not an elf, we’re Undead, so we’ve got some extra hurdles to overcome before we can learn what happened to the fateful caravan. Spoiler alert: we get sidetracked too many times to ever find out.
Anyway, back to the nearby town where our party is immediately accosted by a magistrate and faces questions about a previous incident involving a drunken wolf summoner. Ifan, a human member in our party, is the guilty subject, and in an attempt to avoid capture, he unsuccessfully offers the guard a sizeable bribe. We select the highest value of four potential bribe amounts. This backfires spectacularly, causing the guard to become even more suspicious and decide that letting Ifan past isn’t worth getting strung up for.
Ifan is now in prison. You can probably see now why we never find out what happened to that caravan. In fact, forget about the caravan: turns out Ifan can summon a magical cat.
The handy feline – which Vincke assures me is an absolute pain to get hold of and keep alive until this point in the game – can slip by the prison guard unnoticed. As it is magical, we can possess the cat and slink away unharmed. Unless, that is, you get overconfident like Vincke did and leave your feline host prematurely, at which point you get to have another go at bribing your way out of trouble. Vincke goes for the Goldilocks pick of 50 gold and we’re good to go.
Divinity Original Sin 2 How To Get Everyone's Collar Off
The next location on our whistle-stop tour of the township is a the chief magistrate, who Vincke tells me can help us figure out how the caravan massacre came about (forget it, we’re not reaching that conclusion). Immediately, we’re given a new quest (told you), which sees us attempting to figure out who keeps killing all the other magistrates.
Vincke knows who the killer is and so, in the interest of time, we head straight to the home of an elf cook, who has been killing all the magistrates who have wronged her. Again, had we been playing as an elf ourselves, we could have stumbled upon this secret by eating some stew in the town’s central hub – memories of the murdered magistrates would be revealed by the fact that their chopped up remains are in the stew. In this playthrough, however, we’re reliant on Vincke’s knowledge of the game to find the culprit. Proving it’s the elf cook so that we can get a reward from the chief magistrate is the next step, and it’s here where things get needlessly complicated in all the best ways.
We need to steal her hit list/recipe. To do that we need an adept thief, in this case, our dwarf (not Fane) will have to do. If we manage to get hold of the list, we don’t want her to realise it’s missing and then quiz whoever she can recall seeing recently. We need to trick her. Enter Fane, the second dwarf, with some neat timing. Vincke performs the notorious switcheroo: he steals the hit list with the thief and then moves Fane into the room while bringing the thief out. The elf cook notices the hit list is missing and so, naturally, accuses Fane, as she can recall seeing a dwarf nearby. Fane submits to a full body search and the elf cook finds nothing, easing her suspicion and letting the whole party escape scot-free with the all-important evidence.
Vincke lets me in on a much simpler method: you can just kill her the second you get the hit list – leaving her alive really doesn’t add much to the equation. But it’s the fact that you can go to such extreme lengths in Divinity: Original Sin II that makes it so exciting. Doubtless, the next step would be to use Face Rip-off on the elf cook, setting off an even more complex chain of events based on this new identity – that’s the RPG dream – although exactly how deep this mechanic goes remains to be seen.
Mechanics and abilities like this don’t fundamentally alter what Divinity: Original Sin II is, but they do add to the already expansive set of options, playstyles, and roles that you can assume over the course of your playthrough. The sheer breadth and depth of solutions is mind-boggling. Undead races and characters like Fane only add to this, fleshing out an already comprehensive questing simulator and helping to cultivate the same sense of freedom you would expect from a pen-and-paper RPG. Oh, and about that caravan … damn, we’ve hit our word count limit. Sorry.
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