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FAQ/Walkthrough by almostsentient
Updated: 11/12/14 | Search Guide | Bookmark Guide
Table of Contents
1. INTRODUCTION TO THE GUIDE
1. Playing Games While You Are Playing Games
2. PART I CYSEAL AND ENVIRONS
1. List of Quests for Part I
2. Recommended Sequence of Activities for Part I
3. Part I Walkthrough
4. The Town of Cyseal
5. Finding Arhu and Aureus
6. The Murder Scene and Discovering a Strange New Realm
7. The Homestead Hall
8. Investigate the Murder Room
9. Talk to Esmeralda, the Councillor's Wife and Prime Suspect
10. Continue the Murder Investigation by Digging in the Cemetery
11. Talk to the Mortician about Dead Sheep and Missing Dead Bodies
12. Furthering the Murder Investigation
13. Exploring the Docks of Cyseal
14. Leaving Town and Exploring the Countryside
15. Find the Lighthouse
16. Exploring North of the City
17. Exploring the Western Beach and Find Lost Love
18. Finding Cecil's Mighty Staff
19. Finding Evelyn and Finishing the Murder Investigation
20. Explore the Southeastern End of Cyseal
21. Wrapping up some loose ends in the southeastern region of Cyseal
22. Explore the Eastern Area of Cyseal
23. The Abandoned, Desecrated Church
24. Braccus Rex
3. Part II LUCULLA FOREST WALKTHROUGH
1. List of Quests for Part II
2. Recommended Sequence of Activities for Part II
3. Luculla Forest
4. Find the White Witch's Cabin
5. Entering the White Witch's Cabin
4. PART III HIBERHEIM WALKTHROUGH
1. List of Quests for Part III
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2. Recommended Sequence of Activities for Part III
3. Exploring Hiberheim
4. Hiberheim
5. Explore Hiberheim before entering the Castle
6. The Wishing Wells
7. The Elemental Forge
8. The Castle Prison
9. You Found the White Witch
10. Gain Entry to the Castle of King Boreas
11. Destroy the Staff
12. Free the White Witch at Last
13. The King's Treasure
14. Finish Up the Last Bit of Stuff in Hiberheim
5. PART IV LUCULLA FOREST again
1. List of Quests for Part IV
2. Recommended Sequence of Activities for Part IV
3. Return to Homestead to Open a New Portal
4. Finding Maradino
5. Setting out to Find the Luculla Mines
6. Investigating the Mines
7. Luculla Mines Temple
8. Leandra's Office
9. Joining the Immaculates
10. The Village of Sacred Stone
11. The Immaculate Cathedral
12. Exploring Luculla Forest
13. Zixzax Appears with a Warning
14. The Goblin Village
6. PART V THE PHANTOM FOREST
1. List of Quests for Part V
2. Recommended Sequence of Activities for Part V
3. The Phantom Forest
4. Exploring the Village of Hunter's Edge
5. Finding the Wizard's House
6. Finding the Missing Villagers
7. The Wizard's House
8. Exploring more to the Phantom Forest to Forge Some Soul
9. Cassandra, Queen of the Forest
10. The Druid Dungeon
11. Defeating Cassandra
12. The Abandoned Shack
13. Make Your Way to the Source Temple
14. The Entrance to the Source Temple
15. Inside the Source Temple
16. Take an AMazing Journey
17. Back in the Plane Again
7. PART VI FINAL BATTLES AND ENDING
1. Sequence of Activities for Part VI
2. In the First Garden Rife with Trife
3. The Final Battles with the Trife and Void Dragon
8. Addenda
1. The Homestead
2. Blood Stone amp Star Stone Locations
3. Notes on Last Chest undocumented quest
9. Legal and Copyright
DIVINITY: ORIGINAL SIN
WALKTHROUGH by: rcbohn, who is almostsentient
Copyright 2014 R.C. Bohn. All Rights Reserved.
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You will be given a large number of quests in this game. Some of them can be solved almost immediately,
while others will evolve over time. Some quests that you may be given early cannot be undertaken because
your party is too weak to deal with the enemies you would encounter. You need to be patient. Follow along with
this Guide and let the story unfold. This Guide has listed the quests for each "part" of the game in alphabetical
order, not in the order the quest is given. This Guide, at the beginning of each section or "part" of the game,
has listed the major sequence of events or activities that you should undertake for that part of the game.
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Guards at the Bridge
Headless Nick
Kitty Love
Legionnaires at the Church
Little Bo Bertia Lost Her Sheep
Lost Archeologist
Lost Love at the Lighthouse
Orc Fight on the Beach
The Apprentice and the Stone
The Councillor's Wife
The Fabulous Five
The Fish Thief
The Grieving Orc
The Legend of the Weresheep
The Legionnaire's Will
The Philosopher
The Preacher of Earthly Delights
The Quest for Braccus Rex
The Scaredy Pact
The Shipless Sailors
The Skeleton King's Summoner
The Strongman
The Talking Statues
The Undead Scourge
The Wild Woman and the Renegade (DLC)
The Wishing Brother
Tom, the Wannabe Adventurer
Warming the Crowd
Talk to Esmeralda
Talk to Murphy the dog at the cemetery and dig up Jake's coffin
Talk to Roberts the Undertaker
Confront Esmeralda, the current prime suspect
Talk to the Healer Thelyron and find Evelyn missing
Search Evelyn's house to ascertain her location
Complete minor quests in Cyseal
Part I Walkthrough
In The Beginning
You and your companion are Source Hunters, professionals dedicated to finding and eradicating the
Sourcerers, those who are bent on corrupting the mysterious energy known as Source. In your adventures, you
will search for and encounter practitioners of Sourcery. Notice the spelling of the word Sourcery, which is
adapted from novels by Terry Pratchett. You are sent to the city of Cyseal on what seemingly is a routine
Recommend this FAQ? Yes No
murder investigation that eventually unfolds into a much larger and dangerous adventure. You'll soon discover
that the fate of the world has been placed in your hands.
Although you were initially sent to Cyseal to investigate the murder of "Councillor Jake" (quest "A Mysterious
Murder"), your involvement in the investigation is a bit delayed because Orcs have been attacking the city.
You and your companion are dropped off on the beach outside of the city. Your journey begins on this beach
with 2 active quests in your quest log: "A Mysterious Murder" and "A Source Hunter's Journey". Both of these
quests are lengthy and involve numerous people and side activities. You won't finish these quickly. For now,
you need to make your way from the beach to the city of Cyseal to continue these quests.
Continue to the northwest from the dead body and you will find some stairs. As you ascend the stairs, you will
have your first encounter with some of the creatures of the game. You will see an "Unidentified Mage" and
some "Unidentified Combatants" running from a cave entrance. They are babbling something about stealing a
Stone. When they notice you, the Mage conjures a Cursed Lieutenant and 2 Cursed Servants to impede your
progress and the Unidentified vanish. Fight the conjured skeletons and win the day.
Now you will have a choice. You can enter the nearby cave or ignore it and continue to the west. It is
recommended for first time players to enter the cave. It is a tutorial for the game, to instruct you on some of
the nuances and allow you to get some early loot. This Guide will have you enter the dungeon and be tutored.
[Note: it is not necessary to complete the starter dungeon; there are no quests and no significant treasure.]
Tutorial Dungeon
Simply walk up to the cave entrance (Ancient Stone Gate), place your mouse cursor over it and it will be
highlighted. Press your LMB and you will enter. This game is a game of exploration as well as quest solving
and monster hunting. Search every nook and cranny, open every container and take everything. What you
can't use, you might be able to sell for some gold. Keep items labeled "ingredient" as you will be able to use
these later to craft potions and other nifty things. You, in fact, have tons of available space in your inventory,
so keep everything. (You are limited by weight as to how much you can carry.) Crafting and blacksmithing in
this game can be useful activities. This Guide would recommend that you read some online sources that
describe crafting and smithing.
A detailed walkthrough of the starter dungeon won't be given here. During your sojourn through the dungeon,
you will get periodic popup suggestions for what to do. Work your way through the cave, take what you find
and kill a few creatures that attempt to impede your progress. The battles are fairly easy. The toughest will
likely be the battle with a skeleton named "Ragequin" who pops out of a sarcophagus. Apparently, the mage
you saw earlier stole a "Blood Stone" artifact from Ragequin and he wants it back. You don't have it, but he
doesn't care. The battle is joined. After you kill Ragequin the first time, he will pop up again as Ragequin's
Ghost. Save your game, fight the enemies to learn how this process works and reload the game if you mess
up. You can even create a Saved Game in the middle of battle. Kill Ragequin and then go up the stairs and
leave the dungeon.
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From the Shell's location, continue to the west and south. You will soon come upon a "Waypoint Portal"
(Cyseal Beach). When you get near the Portal, you will automatically, and permanently, activate it and it will be
marked on your map. You will be able to teleport your party from Waypoint to Waypoint once you have
discovered more. You will eventually be given a device, a Pyramid, that will allow you to teleport from any
location to any Waypoint that you have discovered. How cool is that?
Near the Portal is a shovel. Take it because just to the northeast of the Portal you will see a slight mound in
the sand. Dig here for a chest with some treasure. Keep the shovel as you will find lots of places in the game
where you can dig for treasure or trigger encounters of some type. Dig it, man. (History lesson: "Dig it" is an
old 1960's phrase similar to Cool! In the U.S. of the '60s, every phrase was followed by the word "man" such
as "That's far out, man", "That's so rad, man". In modern vernacular it's now the word "Dude").
You can ask the guards some questions about the current situation. At the close of the conversation, the
guards will offer to escort you to the city. You will get a choice here to accept their offer or refuse. If you
refuse, they will immediately attack you. If you accept, they will accompany you toward the city. Speaking to
them, and choosing one of the options will both activate and resolve the quest "Guards at the Bridge".
Save your game before this battle begins and use this as an opportunity to learn how to best use your
characters and tactics in a multienemy situation. You will be getting lots of practice with multienemy battles
as the game proceeds. Reload your game and try again if you are failing miserably.
After the fight, loot everything you can on the beach. You can talk to and barter with the Legionnaires, but they
don't have much. Try to remember to barter with every character. Since loot is randomized, you might get a
nice surprise and find something useful that you can afford.
When you approach the gates to the city of Cyseal, you will be met by "Arhu", the wizard who summoned you
to the island to investigate the murder. He will fill you in on some background information and tell you where
the crime scene is. He advises that you first should speak to "Cecil", the Mayor and to "Aureus", the Captain
of the Legionnaires, and also to seek him, Arhu, out to discuss things. So let's enter the city and go find them.
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From the bridge at the entrance of the city, walk to the west. You will pass and activate a Waypoint ("Cyseal
Harbour"). Just past the Waypoint, take the stairs to the north. Continue up the stairs and you will reach a
plaza with a large fountain. Head northeast from the fountain. You will soon enter the Marketplace of the city.
When you pass the first wagon, you will automatically join in a conversation with a wannabe thief, "Robin".
Here you will begin, and can resolve, the small side quest, "The Fish Thief". In this quest, you will get a choice
to allow the thief to steal something or to persuade him to desist. The choice is up to you as to how you want
to roleplay your characters. Afterwards, you can talk to Rhoa and the Fish Vendor about this episode.
Do talk to "Kelvania" who is wandering about near the central fountain. This is an example of how
conversations can boost some of your skills. Ever since the murder occurred in town, Kelvania is concerned
with being accosted by some stranger or whatever. Talk to her about it and then quit the conversation. Your
two lead characters will now have yellow exclamation points over their heads, indicating they wish to talk to
each other. You will get several options in the conversation. Depending on which you choose, you can receive
some boost to a particular "Trait" which in turn could augment certain of your Abilities. Watch for the text that
pops up over your character's heads to see which Trait boost has been applied.
While still in the Marketplace, talk to "Bertia". Apparently she has lost her sheep which begins the quest "Little
Bo Bertia Lost Her Sheep". You will be finding the errant sheep a bit later.
Another useful vendor to get to know is "Gerome" standing by the paintings on easels. Gerome will sell some
treasure maps of varying value. These are absolutely worth the price when you get enough gold to buy them.
When you read each map, you will get an icon on the World map indicating where the treasure is located. At
this point in time, all of the treasures are located outside of the city, so this Guide will direct you to their
location at the proper time.
Nearby to Gerome is "Cylia the Enchantress", who will sell Skillbooks for magic and also crafting ingredients.
Her skillbooks are for Aerotheurge and Hydrosophist based spells.
You may want to put off entering the Tavern for a bit. To investigate the murder, you need permission to enter
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the murder room and you will get that from Captain Aureus.
The Mayor will offer to give you a tour of the Library upstairs. Take him up on this offer. Upstairs you will find
"Jahan", a mage character you can recruit for your party. He brings some useful benefits as you begin to form
a wellrounded adventuring party.
While in the Library, talk to "Victoria", the Mayor's "daughter". She is actually a friendly Orc, and you will have
several occasions to interact with her. For now, ask her if you can read some of the books in the library and
she gives permission. Proceed to take and read any available book (don't steal any, or at least, don't get
caught). Only interact with the books or shelves where the onscreen icon is white. A red icon indicates you will
steal the item, which pisses people off. Read the books you acquire to gain any benefit or knowledge. Be sure
to buy the book called "Forgotten Language of Faery" from Victoria when you get enough gold. You will use
this book at a much later time to obtain some decent treasure. Also pick up the book called "Philosophy of
Death". The knowledge contained in this latter book will give you some clues to a quest in the not too distant
future.
Also talk to "Charlene", the Mayor's assistant, who is wandering about on either the lower or upper floors.
Seems like the lovely Charlene is looking for her brother "Tom" and you will get the quest "Tom, the Wannabe
Adventurer". Apparently he has run off with a group called the Fabulous Five. You will get a chance soon to
meet some representatives of the Fabulous Five and sometime during your adventures, you will come across
Tom. We will deal with that later.
Aureus is arrogant and condescending to you, but he does have useful information and gives you a couple of
quests. He tells you the crime scene is at the King Crab Tavern and you have his permission to enter. Now
follow all the other conversation options and you will get the following quests "The Undead Scourge", "The
Scaredy Pact", the "Lost Archaeologist", and "Legionnaires at the Church". Well, that certainly gives you a lot
to do and we will get to these in due time. Oh, and Aureus is a purveyor of ManatArms skillbooks.
Now head upstairs to talk to "Arhu". Arhu is the mage you met right after you vanquished the orcs on the
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beach. You're in for a surprise here. Arhu has transformed himself into a cat. He will give you a long discourse
about himself, but then you should get down to the business at hand. He will tell you what he knows about the
murder and the crime scene. If you have talked to some townspeople, you may have heard mention of an
experiment by Arhu that went awry. Mention to him that you heard about a failed experiment and you will get
the quest "Arhu's Failed Experiment". For this last quest, he will give you a device called the "Arhu
SparkMaster 5000 Universal Controller". He also tells you there is a manual for the device in his room.
Interesting. Arhu sells Geomancer and Pyrokinetic skillbooks.
The quests you just got from Aureus and Arhu will be put on the backburner for a while. You have a lot to do
in town, and, many of the quests you just received from Aureus and Arhu take place outside of town and your
party is not up to snuff yet. You should now begin the murder investigation in earnest by paying a visit to the
murder scene.
Go to the King Crab Tavern and Recruit Another Potential Party Member
Now that you have talked to several townspeople and have a number of quests in your docket, let's begin the
murder investigation for real. Head to the east of the Market to the King Crab Tavern. Inside the Tavern, you
might first want to talk to "Madora" who is walking about on the first floor of the Inn. Recruit her for your party if
you wish. She is a useful Knight character and a good addition if you are trying to create a solid 4member
party.
Go to the southwest side of the first floor and approach the room where the murder occurred. There is a guard
stationed at the door, but if you got permission to enter the room from Captain Aureus, the guard will open the
door.
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will give this experience. If you've found one, the other will not teleport the party.]
In this strange location, you will meet "Zixzax", an Imp Historian. (You've met Zixzax before if you have played
previous Divinity games.) He asks how you came to be there and you explain. He gives you a lot of mystical
mumbojumbo and then he asks you to look into the large Lens just behind him. Peering into the Lens will
show you a cutscene of some kind of cosmic destruction the Void Maelstrom as Zixzax will call it later. Talk
to Zixzax again and he will give you more information about himself and some impending doom, the ending of
all Time, which, of course, only YOU can remedy. He points out a now active Portal which was activated by
your using the "Star Stone". He goes on to tell you that he is in the Homestead on the Shelter Plane at the End
of Time. What? He will become your contact person for a number of tasks and adventures. He asks you to find
and retrieve similar stones to the one that Evelyn used or that you saw in the murder room.
Make your way to the north end of the Hall and you will see Zixzax talking to someone. This someone is a
"Weaver of Time" and she will not talk to Zix. She will, however, talk to you. So talk already.
The Weaver also gives you a bunch of mystical mumbojumbo. The gist of it is that YOU are somehow
SPECIAL and can interact with the Star Stones, talk to her and show other mysterious abilities. Ask her lots of
questions. When your curiosity has been sated, talk to Zixzax again. He will give you a new overarching
mission, to find more of these Star Stones and solve their mystery. A nifty part of all of this is that Zix will then
give you a rune stone, a precious little red "Pyramid", which turns out to be a Teleporter Device which lets you
Rift Travel. That is, to teleport to any of the Waypoint Portals in the game. Bam! What?
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Healer's apprentice. Even if you've been to the murder room and discovered Homestead, do the following
anyway. Make your way to Thelyron's Clinic where you will meet with "Thelyron", the Healer. He has quite a
high opinion of himself and his abilities, but he will divulge some useful information. Importantly, he will tell you
about how his apprentice, "Evelyn", has discovered a revolutionary healing process using a Stone, of all
things.
Walk into the next room and observe Evelyn hovering over two sick townspeople lying in the beds. She tries to
chase you out, but being curious Source Hunters, you continue to question her. She will relate to you her
dilemma that she has two dying men, but only 1 healing stone. This will begin the quest "The Apprentice and
the Stone". Here YOU are to decide which of the two men gets cured by the Stone. Ask Evelyn about the men
to get more information on which to base your decision.
As you are deliberating the future of the two men, ask Evelyn some more questions. She tells you where she
got the Stone from someone named "Loic", a healer in the town of Silverglen. He is of the faith called the
"Immaculates" who believe certain stones can heal wounded flesh. These things will become much more
significant at a later time.
After making your choice, Evelyn will heal the chosen man and her healing Stone will drop to the floor and
become an "Inert Stone". Pick it up. If you have not been to the murder room, the healing stone will magically
teleport your party to a strange realm. If you've been to Homestead, you won't be teleported again. Talking with
Evelyn and choosing which man to heal will start and end the quest "The Apprentice and the Stone".
Visit the Murder Room in the Inn and the New Area in the Homestead
If you have made side trips to the Homestead and to visit Evelyn in the Clinic, return to the King Crab Tavern
and search the murder room more thoroughly. The murder room in the Inn is in shambles, but there are some
things to be done here. First, pick up the deactivated "Star Stone", now called the "Inert Stone". If you have
the one from Evelyn, you will now have two Inert Stones. You will get an onscreen message that there have
been changes made to the Homestead. If you zip over to the Homestead via the Teleporter Pyramid, Zixzax
will tell you that exciting things have happened. He tells you that a new Portal has opened. To see for yourself,
follow Zix as he goes bounding off to the north.
Sure enough, a new Portal called "To the Hall of Heroes" is now active. Take the new Portal. You will arrive in
a comfortable looking area that will allow you to exchange companions should you wish. There are chairs for
sitting, bookcases for storing your excess books and even a massive feast set up on the dining room table.
There are some sleeping pallets on the floor at the south end of the room for you to rest up and restore your
depleted health. Cozy.
You will discover, a "person" by the name of "Astarte" sitting at the banquet table. Have a brief chat with her.
She seems to recognize you and calls you the "guardians". You don't know quite what to make of this, so next
time you see Zix and the Time Weaver, mention Astarte to them. When you talk to the Weaver of Time about
this Astarte, she has some interesting things to say. Astarte will play a big role in this story as time goes on.
At the south end of the room you will find "John Smythn". Talk with John to find out that you can hire
companions to accompany you on your adventures. If you have already recruited Jahan and Madora (or one of
the new ones available through the DLC), then you will be told there is no place for someone else. You can
only have four party members. You can dismiss any of your companions and they will stay here in the Hall of
Heroes until you require their services again.
There is a chest on the alcove on the west side for you to store valuables. During exploration, my party found
a Unique Weapon, Hanneman's Axe, in the alcove to the east. Not too shabby. A character must have high
perception to find this axe.
Use your nifty new Rift Travel device and teleport back to the Cyseal North Gate Waypoint. Head back to the
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Inn to investigate the murder room more thoroughly and interrogate any potential witnesses.
You can freely take any item in the murder room. Especially take the pictures hanging on the wall. Pictures are
quite valuable and you can sell them at a Merchant. Try to obtain or steal all the pictures you can to earn some
easy gold.
Right next to the Duke is "Unsinkable Sam", a cat. If you have the Pet Pal talent, talk to the friendly feline. He
will tell you about his girlfriend, "Maxine", which will start the quest "Kitty Love". Maxine is the cat in the Town
Hall where you talked to Mayor Cecil.
In the northwest corner of the first floor are a couple of Fabulous Five members who are merchants. "Anna"
feeds you a bunch of blarney, but she does have some useful items to trade. "Alistair" is really full of himself
and doesn't offer much in the way of trade. Move on.
Talk to obnoxious "Novak" at the bar but you will get little from him. Apparently he is one of the Fabulous
Five. Talk to "Yvad Tavernier", the bartender, who offers his observations on the murder. "Francis", in a room
in the south of the first floor, is a religious fanatic who offers some religious fanaticism. He does sell potions,
however.
Upstairs, most of the rooms are locked. You can enter the room of "Shereth" and converse with her. She is a
traveling merchant that sells Witchcraft and Scoundrel skillbooks. She also has lockpicks and trap disarm kits.
You need to think about this woman Shereth. You are Source Hunters, and when you talk with Shereth a
second time, you will get the choice of exposing her as being a source of Source. A battle will ensue. Other
tavern patrons who are in the vicinity will also attack you. You could also decide to let her be so you can
continue to trade with her. Roleplaying at its finest.
The first thing you will see is a green poisonous cloud to the south. In addition, something you likely don't see
is that the room with the poison cloud also has a nasty fire trap. Beyond the cloud is a chest to open and a key
that opens another chest to the north. The north chest can be bashed open, but you are likely to ruin a
perfectly good weapon in doing so. What follows is one way to get through the poison cloud area to find the
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key and to open the chest.
First, loot the adjacent untrapped rooms of everything you can get your grubby little hands on. Use the Alt key
to highlight stuff. In the room to the east you will find a Tavern Ornate Chest Key that opens the ornate chest
in the green cloud room. Go to the green cloud room. Detach a character from the group and then have
somebody toss fire into the green cloud to dissipate it temporarily. It will return after a minute or so. Have your
detached character walk carefully into the room. There is a floor plate right at the door that will set off the fire
trap. Avoid it and walk to the west in the room. The Simple Tavern Cellar Chest Key is lying atop a crate in the
west end of the room. The green cloud will return about now. Get close to the Ornate chest and open it with the
key. Do a Quick Save here just before you open the chest. Remember that most often, loot is random. If you
don't like what you get in the chest, reload and open it again. Have a person outside the room toss fire onto the
green cloud again or have your character place a crate on top of the vent to block the poison cloud. There are
a couple of crates in the east end of the room if you want to check them out. With the green cloud gone, exit
the room carefully, avoiding the pressure plate at the door. How clever you are.
Now go to the chest in the north of the room and loot it. You're not likely to find anything spectacular in either
chest, but it's better than what you have at present. In one game, my party found Peter Lee's Sword. It's a
decent onehanded sword in it's own right. What's great about this sword is that it is Unbreakable. Use it to
bash things without breaking your own weapons. Cool.
Now talk to "Esmeralda" and confront her with Duke Ferol's letter. She will brush it off as the ravings of a love
lorn idiot. Although the letter does provide a little motive for two suspects (Ferol and Esmeralda), it's not real
proof of anything. If you want to continue with her as a suspect, you will have to find better evidence.
To be more certain of her guilt or innocence, go upstairs and find the key to her apartment. Open the chest at
the foot of the bed and take the "Smelly Panties". Eww. [Note: You can take these panties to Murphy, the dog
at the cemetery, and let him sniff them. Your character will make a comment that you might want to hear. The
Panties will also increase your charisma +1 if you wear them. Well, why not?] Go back downstairs and open
the door to the left of the entrance. You will probably need to either distract the guard, or make your character
sneak or be invisible. First, search through the ground floor and take all items of value. On the desk in the
bedroom you will find a book called "The Perfect Murder", which talks about how to plan a murder. Seems like
this might be a plausible piece of evidence. Return to the adjacent room and climb down to the basement via
the trapdoor.
Thoroughly explore the entire area for goodies and such. On the left of the stairs, there are ham shanks
hanging on the wall. Remove the left ones to find a switch. Press it and a bookcase will slide to reveal a door
to a hidden Secret Storage room. On the desk in the storage room you will find a "Bloody Dagger", some more
evidence perhaps. Take all the Light Gold Cups and dinner plates as they are worth a lot of money at a vendor.
Even though it may seem that Esmeralda is the prime suspect, let's wait a bit before we confront her with the
new evidence just found. There is more to do in this investigation and more suspects to ferret out.
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There are two ways you can get the same information, and you can undertake both. Pun intended.
First, head north to the cemetery, and look for Jake's freshly dug grave. His dog, "Murphy", will be barking
around the grave. If you have the Pet Pal Talent, speak to Murphy the dog. You'll learn that he misses his best
friend Jake, but he senses something is afoot with the grave. If you can't talk to animals, just dig up the grave
with the convenient nearby shovel to exhume the body on your own. Gasp! You don't find a body in the grave.
Instead you find a dead sheep. Whoa. You will want to go and speak to Bertia in the Market as this just might
be her lost sheep.
During your investigation of the various suspects in town, you will find Smelly items that you can bring to
Murphy, Jake's dog at the cemetery, and let him smell them. You will find Smelly Panties at Esmeralda's
House, some Smelly Socks in the office of Aureus, the Captain of the Legion and Smelly Shoes at Mayor
Cecil's Office. Murphy will tell you about his own suspicions of guilt or innocense of the owners of the items.
There are a number of other graves in the graveyard that you can dig up. You can do so now, or come back a
bit later. A friendly warning. Not all graves contain "dead" bodies. This Guide will have you come back to the
graveyard for further exploration. First, let's find out about this sheep thing. And where the heck is Jake's
body??
Talk to the Mortician about Dead Sheep and Missing Dead Bodies
If you wish to gain some more information about Jake's missing body, you can speak to the undertaker,
"Roberts", who is upstairs in the "Mortician's Morgue" just to the south of the cemetery and just northwest of
the Tavern. You can find his ledger ("Robert's Ledger") in the morgue area of the lower floor, though you'll have
to break down a door or pick its lock to get to it. [Note: the key to this door is upstairs. You will need to steal it.
It is called the Mortician's Chest Key, but it will unlock both doors in this house as well as the Mortician's
Chest.] When you read this ledger, you will get to ask Roberts about the various people he suspects as being
culpable for Jake's murder. If you don't have the ledger, you will get a list of dialogue options that will let you
persuade Roberts one way or another by playing a RPS minigame with him. Win, and he'll spill the fact that he
let the body be stolen.
Roberts does name four suspects Mayor Cecil, Esmeralda (Jake's wife), Captain Aureus and Evelyn (the
doctor's apprentice). Read the dialogue options to get some clues about why he suspects each of these
people. Now you will want to speak to each one if you haven't already.
First, let's go to the Marketplace and talk to the poor dear Bertia who lost her sheep (quest "Little Bo Bertia
Lost Her Sheep".) When you tell her you found her dead sheep, she scampers off to complain to Captain
Aureus. Follow her to Aureus' office and listen to her demand the arrest of Roberts, the Undertaker, and sheep
thief. You can ask Aureus about the other suspects and report your suspicions, but if you accuse Aureus, he'll
just scream at you and you'll lose some Attitude points. You can tell Aureus about Roberts' complicity in the
matter of conspiring to sell Jake's body and he will be arrested.
So where is Jake's body? Roberts did hint that perhaps Jake's body is being used to summon the undead, and
you already know the Legion is having a problem with that. You need to start looking into that thread.
You can go talk to Mayor Cecil, another of the suspects, but the doddering old fool has nothing to add. If you
break into his private quarters, you can steal a pair of "Smelly Shoes". Show these to Murphy the dog who will
tell you that Cecil is not likely the perpetrator. So it seems like the investigation is at an impasse here.
Confront Esmeralda
Confront Esmeralda with the incriminating items (the book and knife) you found in her Shop and demand
explanation from her. However, she will tell you that it is her husband's book and the knife is one he used to
butcher swine. All plausible explanations. Seems she may not be the guilty party after all. She goes on to tell
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you that Jake changed perceptibly over the last few months into somebody dark and brooding. She will also
strongly recommend that you take a closer look at "Evelyn", the Healer's apprentice. She's convinced that
Evelyn in evil and killed poor Jake.
Go to Evelyn's house, which is right next door to the Clinic, and search it thoroughly. The chest just inside the
door contains a "Reveal Spell". Hold on to this as it will be required a bit later when you attempt to find Evelyn.
Take "Evelyn's Diary" from the shelf just above the chest and read it. Things are beginning to gel for you now.
In the Diary, Evelyn talks about someone named "Dietmar" and the Staff. This has to be Cecil's Staff of
Pergamon. She also talks about "Conduit". You've heard of Conduit before from the religious fanatic in the
Tavern. There is, in fact, a letter on the table from this Conduit to Evelyn. Hmm, interesting. Right next to the
letter from Conduit there is a Parchment that gives you the recipe for Reanimation serum. Also interesting, but
it's unlikely you will be able to make this stuff. The Mortician and Esmeralda are also mentioned in the
Parchment. The chest in the corner can be bashed for some useful items. The key for the chest is at the door
you entered.
Well, well, well. It seems that lovely Evelyn is the culprit after all. Even Murphy, the dog at the graveyard, will
confirm this if you let him smell Evelyn's Smelly Coat. You really must find her. So to recap, you've learned
from the items in Evelyn's house that her secret Lair is near a northwest beach and she has magically
disguised it. Here is where you will use the Reveal Spell, to reveal the Lair once you find it. Both Evelyn's
House and her Lair are marked on the Map. While it might seem to be a priority to find Evelyn, you won't be
getting to this Lair for a while, so be patient.
To wrap up the quest "The Councillor's Wife", head over to Captain Aureus. You have discovered some
incriminating evidence against Esmeralda, but it really isn't compelling and, furthermore, you now know it was
Evelyn who was involved. Tell Captain Aureus that there might be someone to arrest, but your main characters
will discuss this. Make the choice that there really isn't enough direct evidence to arrest Esmeralda and the
quest will end.
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