Divinity: Original Sin (Classic)

Divinity: Original Sin (Classic)

Dunamis
 This topic has been pinned, so it's probably important
SniperHF  [developer] Nov 11, 2015 @ 9:31am
Dunamis - Spoiler Light Walkthrough.
Dunamis Spoiler light walkthrough:


Opening scene:
You begin by talking with the Highway patrolman. You can choose to follow him up the road or ignore him and sneak past the monsters in the forest. Choosing the latter will significantly alter the story.


Assuming you follow the conventional path and follow the highway patrol:
1. Continue through the scene and defeat the creatures, take the Fisher home and complete the dialogs in the house.

2. In the house you need to discover the hidden hatch under the rug. You can either confront the fisher over the hatch or find a way inside yourself. There's a key in the area, you can break the hatch, or lock pick it.




Down the Hatch:
1. Once you get down the hatch you'll encounter some mushrooms, they might be tough to fight solo but you can safely ignore them. If you have a party fighting them shouldn't be much trouble.


2. At the end of the cave there is a large door and a dialog will start. You'll gain the quest to get past the door.

3. To get past the door you can blow it up with the obviously placed TNT but you'll have to find a missing piece first which comes later. There are two other more hidden ways to get past the door, if you found them you can read the section "Earning Trust". Most likely we'll just come back to the door later for the quest “get into the locked room”

4. There are also some hints and story breadcrumbs on the bodies outside the door.

5. Find the cave exit and now you are outside in the Valley.



We Are Going Down the Valley:
1. Now that you are outside there are a large number of quests you can access and complete

2. North-West of your location on the road there is a level 2 combat. This will be pretty difficult if you do not have a party.

3. North-East of your position across the road there is an abandoned house. There you'll find a combat and upstairs a potential NPC companion.

4. South-East along the road and across the bridge is the main town where you can find another NPC companion, vendors, and many more quests.




Quests available before talking to the Mayor:


Squatters and the Orchard:

1. This quest can start either before or after talking to the Mayor, this will change how it starts and can lock out a few options but the general path is the same.

2. Talk to the Camp Boss near the orchard and he’ll talk about their disagreement with the town.

3. Deliver is message to the Mayor, if you can’t get in yet do other quests.

4. The Mayor will accept their demands, reject them, or give you a counter offer.

5. Return to the Camp Boss and discuss what the Mayor said.

6. If their deal wasn’t agreed to outright you can discuss the counter offer with the Campers,
or offer to bring their case to the Minister of Agriculture in town.

7. If the Squatters accepted the counter offer the quest is closed.

8. If the Squatters did not accept, go talk to the Minister and see what he wants to do. He’ll either agree to buy them off or will not agree to anything.

9. If the Minister doesn’t agree to anything you can either let the Squatters be, or fight them.

10. If the Minister does agree to pay them, head back to the camp and watch the scene. The Squatters will leave and the quest is closed.



Food sources for the Diner:

1. Talk to Katrina in the diner, she’ll talk about how the town residential district was destroyed and that caused her to lose supplies. She’ll also mention you can get a daily ration of food from her for free.

2. Once the dialog is over, the various food items you need to find are outside the town. One basket of food is located inside the large building in the old residential district.

3. The second basket of food is located in Bill’s House near the 3 way fork in the road.

4. The third food item is located on the hill north of town, there are some tea leaves you can pick up.

5. The fourth food item is a crate of fruit located in the squatter’s camp.



Runaway Cows:

1. Talk to the farmers in the animal pen in town.

2. One of the farmers will tell you about the lost cows, the other will tell you how to bring them back.

3. Outside the rear gate of town, go south east and find a small hill. On the hill will be a large enemy troll and several henchmen. Fight them and you’ll find the cows trapped behind them.

4. Use the method Adam the farmer gave you and the cows will follow you. Return them to town.

5. Talk to the Farmers and close out the quest.



Get into the Locked Room:

1. In town talk to the alchemist, she’ll have the detonator needed to complete the explosives outside the door.

2. She will sell it to you for a price based on your barter ability.

3. Take the detonator to the lab and assemble the pieces. Blow up the door.



Earning Trust (Lab in Cave):

1. Inside the lab there is a creature inside who will talk to you. He’s afraid to reveal too much information however.

2. You can convince him via skill check to open up, if you don’t have these skills you must demonstrate your skill with the machines in the lab.

3. Find the power crystals on the floor of the lab and place them on the pad near the tower device.

4. The machine will come to life and you can interact with it, this will launch a dialog window.

5. Pick a container and activate the machines.

6. An enemy creature will spring out of the container, kill it.

7. Now Dyo, the lab creature will open up and give you some story information.



Vendor’s Union:

1. Talk to the vendor in town closest to the gate. Ask him about what he sells and he will start talking about what he’s trying to achieve.

2. After you finish talking with him, go find the traveling salesman out in the woods. He moves along the road, cross through the Squatters area to the orc at the exit of the valley.

3. The Traveler will assess your skills and give you a task. If he doesn’t think you’re up to any tasks he’ll tell you there will be no deal. Simply return to the vendor and let him know, this will end the quest.


4. If you do get a task:

A. One of the tasks is to retrieve his lost backpack. The pack fell down into the canyon where some spiders are.

The Canyon is located between the north and south bridges. You can either sneak past the spiders or kill them. Return to the Traveler and close out the quest.

B. The other possible task is to negotiate with the other vendors. If you get this task you must talk to the vendors in town and ask them if they will act as a proxy for the traveler. Each vendor has a different skill check you can pass to get them to agree.

Talk to each one, and if one of them accepts you can return to Lambert and close out the quest. If none of them accept this will also close out the quest.




Politics In Town:

1. On the stage in town there are two men debating over the upcoming election in town. Here you can get a little backstory on what’s going on in-town. There is also a notice posted near the stage describing the election.

2. Once you reach the Mayor, he’ll ask for your help with the political situation in town.


Training the Workers:

<<Walkthrough under construction>>


Tracking the Monsters:

Kill the following groups of creatures:
1. At the abandoned trading post.

2. At the end of the road before the Squatters camp.

3. At the bridge on the way to the Fishers.

4. In the Meadow between the two bridges.

5. The two monsters that ambush you outside the fisher's house.

Talk to the Watch Captain and he'll thank you for the information. Killing all these groups and turning in the quest will eventually trigger a large battle.


The Creatures are getting bolder:

1. After the creatures attack the town, the Watch Captain (if he survives) will tell you there are reports of additional creature sightings. He'll ask you to check these locations:

A. Outside the Fisher's house.
B. In the woods outside town near the Huntress.
C. The big fork in the road past the north bridge.

2. Kill all three groups and turn in the quest to the captain.

3. If the Captain is dead, or dies during the attack you cannot get the reward for this quest. However the monsters will still spawn and you can get some experience from killing them.



Quests available after talking to the Mayor:

Lost Transport:

<<Walkthrough under construction>>

Apprentice Applications:

1. Talk to the Storehouse Manager and she'll have two quests for you. One of them is to do a low-profile interview of two people she is considering as an apprentice.

2. Talk to each applicant, one on the top floor of the restaurant and the other in the watch barracks.

3. Once finished return to the Storehouse Manager and she'll take some time to make her decision based on what you tell her about the candidates.

4. Return to her after some time and she'll announce who won. It's also possible for neither to win.

5. Whichever candidate gets the position will affect the election results.



A new discovery:

1. One of the people the Mayor suggests that you talk to is the Blacksmith.

2. The Blacksmith will request you get him a sample of some new ore found outside of town by the north bridge.

3. Once at the new quarry, mine all 3 rocks. This will provide you the special ore.

4. Once finished mining, the activity will trigger an ambush. Defeat the creatures (level 4), and head back to the Blacksmith.

5. The Blacksmith will take the ore and analyze it. He'll determine that some help from the Alchemist is needed.

6. Once you give the ore to the Alchemist, she'll test it and determine that it's much too useful for alchemy to be used by the blacksmith. She'll offer you another deal, take the ore to the Mayor on her behalf and she'll offer you a reward.

7. Pick who you want to have the ore.

A. If you choose the blacksmith he'll reward you right away.

B. If you choose the alchemist she'll go to the Mayor with you and provide a demonstration. Once complete you can get your reward.
Last edited by SniperHF; Jan 4, 2016 @ 2:53am