On the left we find an ejected shark, we offer to return it to the water, but she refuses, because all the water around is contaminated with emptiness. A little higher we activate the portal "Driftwood - Dunes". If we have undead in our squad, we can collect fish and use instead of medicinal bottles with poison. The entire coast is covered with poisoned fish. On the ship we board a boat and swim to the shore.
After such a treat, Garvan will go to the toilets behind the tavern. If you want to kill Garvan without attracting attention, then feed him tainted stew made from meat stew (at Lovrik's) and any fish touched by the Void (fish store opposite the tavern). It turns out that he was not killed by fiends, but by Garvan himself. Use the Spiritism ability, then talk to Liam's spirit. Europa Universalis IV, Oman, Aggressive Territory Seizure # 1
You will find a shallow grave in which Liam, Garvan's partner and mentor, is buried. Two fiendish beasts and a Void-touched beast master will attack you. On the road west of Driftwood, near the bridge, you can see a trail of blood (requires Perception).įollowing these trails, you will find Garvan's supplies. The quest will close, and the party will receive 9,750 EXP (or 6,950 in Definitive Edition).Aggressive takeover Is a sideline in Divinity: 2.
RELATED: Divinity: Original Sin 2 – How To Solve The Lunar Shrine PuzzleĪfter granting the wish, whether the reward was good or bad, the Djinn will vanish and leave the player with a Hollow Lamp worth 2000 gold. If the player chooses any of these, the Djinn will refuse, and simply prompt them to pick a different wish. If one of the six Origin characters speaks to the Djinn, they will have a character-specific option for example, the Red Prince will wish to return to his throne, while Sebille will wish to see the Master dead. Good Reward: A random Level 3 skill book.īad Reward: A children's book insulting the mortal races.īad Reward: The entire party is blinded permanently (though this can be cured with First Aid or Peace of Mind). Good Reward: Djinn's Gift, an amulet worth a hefty amount of gold.īad Reward: The party will receive the same item, but marked as stolen, meaning that Magisters will attempt to inspect them. Good Reward: The party will receive the Djinn's Scimitar, a Level 9 One-Handed weapon.īad Reward: The party will be zapped by lightning. Each one grants a different good or bad reward, depending on how the player passed the check described above. Once the persuasion check is passed, the Djinn will allow the player to make a wish. Upon failing the persuasion check, the Djinn will initiate combat. RELATED: Divinity: Original Sin 2: Everything You Need To Know About CraftingĪ good reward will be given if the player chooses either the Intelligence option, or the Finesse option with the Mystic tag.Ī bad reward will be given if the player selects the Strength option, or the Finesse option that does not have the Mystic tag. If the player passes the check with certain dialogue options, they will receive a reward that may not be quite what they had hoped for. However, be warned: This persuasion check is different from most others in the game. Players have four choices to select for the persuasion check, while the fifth dialogue option leads to combat. Unfortunately, he's not exactly amenable the player will need to persuade him to grant even one wish. Of the dialogue options available, the player should select the one demanding that the Djinn grant three wishes. When the Djinn appears, he will identify the character who spoke to him as Godwoken - and express his disdain.