Divinity: Original Sin 2 – 7 Quests You Might Have Missed

There are a lot of side quests, but some of them have weird requirements or are hard to find.
Divinity: Original Sin 2, a role-playing game made by the same people who made Baldur’s Gate 3, can be played over and over again and has a huge number of different story lines. Side quests don’t have to be finished before you can move on to the next story-locked map, but main quests do.
Some of them can be started at any time if you find the character or item in the story journal that starts the quest. But some are no longer available and you don’t even know it. Others are very hard to find and even require you to have certain personality traits.
Healing Touch

After getting out of Fort Joy, you will eventually reach the Sanctuary of Amadia. This Seeker outpost and a few soldiers to its east have both seen better days. Matis, Klaud, and Jules are all badly hurt and lying in makeshift tents. The rebels’ amateur doctor can’t treat all of their wounds. You get the achievement if you help her and save the soldiers.
They will also help you fight the Magisters in the future. But be careful, because they will die if you start to heal them and then move away before you’re done.
The Ugly Little Bird

On Reaper’s Coast, north of Driftwood, there are large meadows. They might not look like much more than a few weak items. But in the tall grass, you might find something that looks ugly and sick. It’s a chicken that can be hurt. If a character with the Pet Pal talent talks to it, you can get it to let itself be killed out of kindness.
The poor bird’s fate is completely up to you. You can either end its pain or give it a new life if your character is also a scholar. Characters who know more about it know that it is a phoenix that has lost its memories and can be reborn as one if it is burned alive. Any spell that uses fire will turn it into an egg. What you do with the egg is up to you. You can eat it to get a new skill or keep it to make a new friend.
A Taste Of Freedom

Mordus is a clever dwarf who always knows what to do. It’s not surprising that he is very good at keeping his secrets hidden. So, you won’t just be given the answer to this quest. Yes, you get the first hint about it in his basement in Driftwood, where you’ll find a skull with a red gem in one of its eye sockets hanging on the wall, but after that, there’s not much clear guidance.
The skull is actually a secret door lock. To open it, you need Mordus’s amulet, which serves as a key to a hidden room in Wrecker’s Cave where the missing eye of the skull is kept. After a long walk, you finally get to the mysterious basement. You’ll find out that Mordus had locked up a lich under his house after solving even more puzzles. After this, the last step of the quest is for him to get his own Soul Jar back. Whether you do it by killing him first or not, or whether you help him or not, is up to you and can lead to many different storylines.
The Weaver

If you’re scared of spiders, you may want to skip this one. The name of the quest comes from the fact that a huge spider lives in two rooms of Ryker’s house in the graveyard at Reaper’s Coast. She is not mean and won’t attack you unless you make her angry. She is a smart creature, but only people with the Pet Pal talent can talk to her.
She wants you to bring her food in the shape of human, elf, dwarf, or lizard body parts. When she is happy, she gives you a pair of Silk Gloves, which she may have made herself, and tells you more about her relationship with the creepy elf necromancer.
The Bark’s Bite

The forest and river around the Lone Wolves’ Camp might make it look like a peaceful place. But, as you learn later in either Ifan’s or Saheilla’s story, this place has seen a lot of pain. Spirit Vision will show you many angry and vengeful ghosts around the camp. A piece of wood that shines with spirit magic may be the most unusual.
Inside of livewood is the soul of an elf that is still mostly whole. The ghost wants you to kill the foreman of the sawmill, but he is already dead. So, you have to dig up his nearby grave and use Source Vampirism on his soul.
Bound By Pain

Bloodmoon Island stands out because it looks and sounds like something from another world. If you’re not too busy fighting demons, you might find one of the vaults by accident. Some are different, though, because they are guarded by statues. Your scholar character is important again if you want to keep going, because one of the statues can’t be passed until you figure out how to read a hymnal.
A dwarf is tied to two pillars inside the vault. The chains were glowing in a way that didn’t make sense, and he seemed to be alone in the room. That’s not true at all, because a demon is tormenting him from inside. People who are bound by magic and people who are possessed are always dangerous, so be careful. Depending on what you do in this room, the demon could take over or the dwarf could cause trouble in the small vault.
Silence Broken

This quest is another example of how you can help or hurt a troubled person in 8 Ball Pool. Even though it might not look like it at first, demons are often involved in Rivellon. A little girl on the docks near Arx’s main harbor also seems to be a good person. But she’s not being silly when she talks to herself.
Unlike other people who are possessed, she is too far gone to talk to you. Instead, you immediately talk to the demon. It is making fun of the girl for not being strong enough to fight the possession and saying that she is a “no-one” because she doesn’t even know her own name anymore. You can’t force a demon to do what you want, so to move on, you need to either find out her real name or give yourself up to the demon.