The Nameless Isle is a Quest and a Location in Divinity: Original Sin II, Act III.
The Nameless Isle is revealed to the player as a place of interest for the progression in the ascension to divinity.
Important NPCs
- Malady
- Bishop Alexandar
- The Sallow Man
The Nameless IsleObjectives
- Find a way to enter the Academy
The Nameless Isle Walkthrough
After arriving on the island,you will learn that the Black Ring, Paladins, and the Magisters arecompeting with each other on the island in a competition to see who will be able to ascend to Divinity. Your goal is to reach the Council and gain access to it.
If you have saved Delorus at previously in Act I at Fort Joy,you will find him nearby and he will join your team and give you information on the Black Ring and reveal that Bishop Alexandar has been reborn but reformed. Youcan chose to escort him to Alexandar to complete his quest, A Familiar Face. Alexandar is located at the Elven Templein the northeast.
The Lunar Gate Puzzle
To access the Council through the main gate, player must solve the Lunar Gate Puzzle. There are three methods to completing it. The primary one (exploration) is to visit each altar around the mapto find each god's alignment. The secondary method is to initiate and complete one of two murder quests, An Unlikely Patron(Alexandar) or The Sallow Man. See their respective pages for details.
Completing The Sallow Man's or Alexander's respective quest will grant you the solution to the entire puzzle. In Alexander's case, make sure Ifan Ben-Mezd isnot in your party when youapproach him (or if he is, he has a high attitude towards you), or else he will kill Alexandar and you will be unable to initiate his quest. (Luckily, even if this occurs, you can still cast Spirit Vision to speak to Alexandar's spirit and persuade him to give you the solution.)
God's Name | Race | Location | Security and/or Requirements | Other Race Prayer Penalty | Alignment (Highlight to View) |
Rhalic | Human | Center | Involvement in scufflenear altar | Permanently blinded. Can be lifted by death or overwritten by blindfold from The Driftwood Arena. | Sun |
Vrogir | Orc | Northwest | Persuasion or elimination of Black Ring toallowentrance; interior traps | Cursed. Can be lifted by Bless. | Sun |
Tir-Cendelius | Elf | Northeast | Shrieker-protected entrance; elimination of altarprotector | Permanently -2 CON. This cannot be cured by death and resurrection! | Moon |
Xantezza | Imp | North | Spirit Vision; missing key for entry; interior traps | Dialogue leading to renounce your god. This means he/shewill no longer intervene on your behalf. Can walk away from the conversation. | Moon |
Amadia | Wizard | Southwest | Movement ability required to access; traps | -1 Source Point | Moon |
Duna | Dwarf | Southeast | Movement ability required to access; interior protectors and traps; persuasion check | Cast bless via dialogue but does not cost source. | Moon |
Zorl-Stissa | Lizard | South | None | Burn. Can be countered by magic armor or wet. | Sun |
Altar | Associated Quest | Guide |
Rhalic | At Rhalic's altar in themiddleof the map, the Black Ring will be busy fightingoff some Magistersto assert their claimto the altar. You will need to side with one of them and kill the other. Interact with the altar afterwards to see a vision of Rhalic. If you are not using a human character (e.g. Ifan Ben-Mezd), your character will be permanently blinded. The only two known ways to cure this blindness is to have the blinded character die and then be resurrected (an easy way to kill them is to have them walk into lava), or to equip and unequip the Blindfold acquired from The Driftwood Arena quest in Act II. | |
Vrogir | The Drowned Temple | To gain access to the Orcish Temple in the northwest, you will need to head further north to persuade the Black Ring to close the portal and stop the flooding of the temple (requires high Persuasion and stats), or kill the Black Ring in order to get in. Vrogir's temple is covered in traps, so it is advisable to use asingle high Wit character to traverse the area and reach the altar. Alternatively, you can jump to one of the upper platforms on either side of the area to be exposed to significantly less traps. To unlock the secret door, there is a key located on a corpse that isfound on a split off platformnorth of the start of the area, which is used to fix the lever next to the door. You may need high Wits in order to activate the lever. Alternatively (and likely an oversight by the devs), you can jump over the entire door without even using the lever. |
Tir-Cendelius | The Elven Temple, located northeast, has some Shriekers guarding the main entrance. You will want to use a Purging Wand (availablefrom Black Ring corpses) or Source Vampirism to kill them. The altar is locatedat the west end of the forest where the Last Forest Tiger is, whom of which you must kill. Alternatively, you can leap directly into the temple from the westernmost platform (directly east of Xantezza'sShrine). You can then release the vines on this platform to create a permanent pathway (primarily for Delorus to be able to follow you), and then acquire the temple's waypoint here. The platform that you land on is also coincidentally where the altar is located. | |
Xantezza | Running like Clockwork | At Xantezza's Shrine located in the north, use Spirit Vision to find the spirit of Xantezza's Knight and initiate his quest in order to gain entry to the Shrine. He tells you that the key to the shrine has been stolen and that you must retrieve it. The key is a Ruby that's located just west of the Lunar Gate. Two wolves are fighting over it.You can persuade them to leave by feeding them meat, or you can simply kill them. Bring this Ruby back and drop it on the shrine and then talk to the Ruby afterwards. The inside of the Shrineis broken down into two sections. For the first section, you must move or teleport the crates onto each switch in the area to gain access to the next. For thenext section, you mustthrow a Teleporter Pyramid into the glowing pyramid in the middle of the area and then teleport to itto gain access to the Hyperdrive Protocol, which will grant you access to the core. As you head towards the core, itwill attempt toflood the entire area with Deathfog if you cannot reach it within a turn after its dialogue initiates. You will need to jump or teleport a character to it to use the core and disable it. The altar is located behind the core. There are two alternative approaches to the area.The simplest approach is to follow along the pipes connected to the starting section and jump to the core at the end (thismethod is also detailed in an imp's notes that you find). The other solution is to jump past each gate forboth sections to gain quick access to the Hyperdrive Protocol and resume from there. |
Amadia | Up in the Clouds | At the southwest area of the map is a temple that leads upwards into the sky, which can only be reached by jumping across several disconnected platforms.In the clouds, you must activate altars which will disable the walls blocking the way to Amadia's altar. Alternatively (since you have jump abilities anyway), the quickest way to reach the altar is to go to the far left of the first platform to jump to the altar above and activate the portal to the next platform. From there, simply walk to the left and jump onto the platform with the altar on it. To reach the spoils behind Amadia's face at the start of the map, you will need to fetch the jewel located north of the second platform, which can only be reached by jumping to it. |
Duna | The Watcher's Mercy | Southeast of the isle lies Duna's Temple, which requires you to jump to it. The interior is protected by a score of immobile Granite Protectors that will attack you if you approach them too close. Since they cannot move, you can simply use ranged attacks to destroy them. The main path towards the altar is rigged with a poison trapthat will automatically fire many projectiles upon you as you attempt to walk past. It is recommended to traversewith a single ranged hero in this case. Alternatively, you can simply jump to the altar by going to the left after you enter the temple and then jump from platform to platform. If you walk towards the altar, Duna's Knight will initiate a dialogue with you. If you can successfully persuade him, he will commit suicide with all of the other Protectors and you will avoid fighting them. Failing to persuade him or attacking the Protectors guarding the altar will initiate a fight with all of them. The Granite Protectors do not attack Dwarves. If you have a Dwarf with high enough persuasion, you can simply walk to the altar and pass the persuasion check with Duna's Knight. |
Zorl-Stissa | Zorl-Stissa's altar isn't protected. It is located in the south. If you wish to avoid The Shadow Prince (who is not hostile anyway unless you have Sebille in your party), simply approach it from the main path heading southwest from the Temple of Rhalic's Waypoint, or jump to it from the Temple of Amadia. |
Secret Shortcut:If you simply wish to ignore everything and go straight for the Council, there is a secret entrance located at the very southeast portion of the map. You must use movement skills to traverse the broken parts of the lava region that are south of the Dwarven Temple. At the eastern end of the region is a secret tunnel that can be detected and dug up. No requirements are necessary to take this shortcut, and no quests need to be fulfilled (but note that you will miss out on a lot of lore and not be able to go back).
After you have aligned all of the altars correctly, place a Phase Capacitor onto the plate near the main entrance (or use a lightning skill to attack it), and use the switch to open the gate. If any of the altars are not aligned properly, the world will turn dark and lightning will be cast around the area, damaging you.
Prior to entering the Council, your companions will temporarily leave your team. If you want them to rejoin your party, you will need to persuade them to allow you to be the one to ascend to Divinity. Alternatively, if you allow one of your party to ascend instead, you will accompany that person. As soon as you've entered the Council (either through the main entrance or the secret one), the quest will close.
Tips & Tricks
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Someof the Black Ring members you encounter can be persuaded by convincing them that you are working for Almira (very easy; she will propose it if you have finished her quest at Reaper's Coast and kept her alive) or the Lone Wolves.
- If you have saved Nikor of the Black Ring from White Magisters at Blackpits Docks, he will vouch for you at the Black Ring camp near the Orcs Temple.
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The merchants on the Nameless Isle are located in the Elven Temple in the northeast and at the Black Ring camp south of the Temple of Rhalic Waypoint.
- Jump (movement) abilities like Spread Your Wingsor Tactical Retreat make this map and many of its altars a piece of cake to reach, and is a very easy way to speed through the map.
Quests |
A Craftsman of Dreams and Nightmares♦A Danger to Herself and Others♦A Familiar Face♦A Fate Worse Than Death♦A Generous Offer♦A Hunger From Beyond♦A Hunter of Wicked Things♦A King Reborn♦A Man and His Dog♦A Most Urgent Matter♦A Prize Kill♦A Rare Prey♦A Taste of Freedom♦A Trial for All Seasons♦A Web of Desire♦A Wolf Alone♦Aggressive Takeover♦All In The Family♦Almira's Request♦An Existential Crisis♦An Eye for an Eye♦An Unlikely Patron♦Artefacts of the Tyrant♦Battle at the Gates♦Bitter Tonic♦Blessing from Afar♦Blood Dowry♦Bound by Pain♦Burial Rites♦Burying the Past♦Business Rivals♦Call to Arms♦Champion of the Gods♦Counting your Chickens♦Crippling a Demon♦Dark Dealings in the Blackpits♦Delusions of Grandeur♦Doctor's Orders♦Drowning her Sorrows♦Eithne the Trader♦End Times♦Escape from Fort Joy♦Every Mother's Nightmare♦Fane♦Fane (Quest)♦Finder's Fee♦Finding Emmie♦Finding Lord Arhu♦Grebb the Scholar♦Hammerfall♦Healing Touch♦Heroes' Rest♦♦Hot Under the Collar♦Infestation♦Invaders♦Keep Calm and Carrion♦Lady o' War♦Lost and Found♦Love has a Price♦Mercy is Power♦Most Dangerous When Cornered♦No Laughing Matter♦No Way Out♦Nothing But Child's Play♦Old Flames♦Old means Gold♦On the Ropes♦Opposites Attract♦Past Mistakes♦Popularity Contest♦Powerful Awakening♦Press-ganged♦Proving Ground♦Red Ink in the Ledger♦Redemption♦Running like Clockwork♦Saheila's People♦Saheila's Signet♦School's Out♦Seed of Power♦Seeking Revenge♦Shadow over Driftwood♦Signs of Resistance♦Silence Broken♦Speaking in Forked Tongues♦Strange Cargo♦Stranger in a Strange Land♦The Academy♦The Advocate♦The Arena of Fort Joy♦The Arena of the One♦The Armoury♦The Bark's Bite♦The Burning Pigs♦The Burning Prophet♦The Collar♦The Consulate♦The Covenant♦The Cursed Ring♦The Driftwood Arena♦The Drowned Temple♦The Druid♦The Elven Seer♦The Escape♦The Eternal Worshipper♦The Execution♦The Forgotten and the Damned♦The Gargoyle's Maze♦The Imprisoned Elf♦The Injured Magister♦The Key to Freedom♦The Last Stand of the Magisters♦The Law of the Order♦The Loremaster♦The Merchant♦The Midnight Oil♦The Missing Magisters♦The Missing Prisoners♦The Mother Tree♦The Murderous Gheist♦The Purged Dragon♦The Reluctant Servants♦The Sallow Man♦The Secrets of Bloodmoon Island♦The Secrets of the Dwarves♦The Shakedown♦The Shriekers♦The Silent One♦The Snoozing Adventurer♦The Stoic Spirit♦The Teleporter♦The Three Altars♦The Tribe of Saheila♦The Ugly Little Bird♦The Vault of Linder Kemm♦The Watcher's Mercy♦The Weaver♦The Wrecked Caravan♦They Shall Not Pass♦Thinning the Herd♦Threads of a Curse♦To the Hall of Echoes♦Treated Like Cattle♦Troubled Waters♦Unlikely Lovers♦Unscholarly Pursuits♦Up in the Clouds♦Vengeance for the Fallen♦What a Fuss to have Wrought♦Window of Opportunity♦Wishful Thinking♦Withermoore's Soul Jar |