Secrets of the gnomes. Issuer: Little Bertha

There are several ways to obtain this quest. The most common option is if you completed the task with Lohar in Driftwood, and found out that the cargo with the fog of death was sent to Arx. Ultimately, you need to get to the Arx wedding venue, so head there. Please note that this quest can be done at the same time as the Bloody Gift quest, as they both take place in the same area.

You won't be allowed to attend the wedding. With developed persuasion skills, you can persuade the guard to let you through. You can also convince the drunk woman near the central square of Arx (X: 322, Y: 299) to give you an invitation. If you fail with persuasion, then make your way into the wedding area through the backyard of the wise man's house.

At the wedding venue you will find many corpses. You can interact with the statue and, with a high enough Perception, learn that there is a fog of death underground. Use "Spiritism" here to see the spirits of the guests, although they will not give you any real information and are only the source of the Source. You can talk to the gnomes here to receive additional information, but this is not necessary.

Interact with the huge wedding cake in the center, from which exploding toys will appear. After you destroy them, a guard will come running. Ask him where the cake came from. He will talk about a certain doctor. This is the same doctor you are looking for in the task “Just what the doctor ordered”.

Now you need to get into the sewer and find Justinia's hideout there. The entrance to the sewer can be found by climbing down the vine in the courtyard of Arx's school (as described in the task "Linder Kemm's Vault"), but from the wedding site it will be closer to enter through the basement in the house of Michel Rosa.

Use the hatch to the basement without anyone noticing you. Then interact with the bottle of wine named after Michel's pet pig. Steps will appear, along which you can climb over the wall and get into the sewer.

In the sewers, be careful as there are many traps. Find the "Sewer Key" in the area (watch out for the two Mist Crawlers here that leave behind a fog of death when they die). Use the found key for the "suspicious hole in the wall" and go down to the level below.

You will find yourself in Queen Justinia's hideout. Talk to her and her advisor Isbeil.

Ultimately, it will be revealed that Isbale is a servant of the God King, and she has been manipulating the queen all this time. Regardless of the options you choose in the dialogues, the result will be the same: Isbale casts a powerful spell, after which you find yourself in her laboratory. After another dialogue, you have to kill Isbeil and her assistants from the Black Circle.

After the battle, use the Spiritualism ability and you will be able to talk with the spirit of Isbeil and find out the reasons for her hatred of the people of Arx. Note the Infernal Machine device, which you can use to release the fog of death and thereby deal a fatal blow to Arx. If you do this, the city's residents will die and many quests will be unavailable. However, you will be able to pass through some areas as the roads will not be filled with the fog of death.

To the right and left of the “Infernal Machine” there are illusory doors through which you can freely pass. The door on the right leads to a pile of skeletons and a death fog trap, so if you want to explore this place, send an undead character there.

The door on the left leads to Isbale's laboratory. Here you will also meet Queen Justinia. Talk to the dwarf queen and decide what to do with her.

If you decide to kill her, you will receive 149850 XP. You can also pick up the “Royal Key” from Justinia, which opens her room (at the exit of the location), which contains a chest with a unique one-handed club and other loot. Although, with developed hacking skills, you can get all this without her key.

If you decide to let Justinia go, you will receive a legendary quality reward, but no experience.

Finally, explore the Isbal laboratory. Find her notes, which relate to the quest “Missing Prisoners” and check the cache on the wall, to the left of the altar.

Job structure

As we learned before, there is a supply of death fog hidden somewhere in Arx. If he is released in the city, there will be no city.

Tensions between the local dwarves and the Divine Order are growing. The magisters fear that the dwarves are preparing to launch a pre-emptive strike.

We have heard rumors of an attack by the Void Fiends in the midst of a wedding hosted by a noble dwarf family. It makes sense to find out if the victims need help.

The fiends of the void destroyed the gardens of the Ross mansion. However, for some reason the wedding cake was not damaged...

The cake turned out to be a trap: we were attacked by strange mechanisms.

Apparently, a certain doctor sent the toys to someone named Isbal...

We found a note signed only with the letter "I". It says that something is hidden under the mansion of Michel Rosa. You can enter the basement using the key that we found from one of the dead guests at the wedding. Then, already in the basement, you need to click on a bottle of wine named after Michel’s tame pig.

We found a trail of death fog next to a statue in Michel Rosa's garden.

We descended into an extensive network of tunnels under the house of Michel Ros, a major dwarven merchant.

We found a secret laboratory in the sewers under Arx.

Hidden in the sewers of Arx is a large supply of death fog.

We learned that the dwarf queen Justinia and her court secretly settled under the house of Michel Rosa. Having heeded the persuasion of her advisor Isbeil, Justinia is going to send the fog of death to Arx...

It turns out that Isbal is studying the fog of death. She received a huge shipment of fog from dwarven smugglers from the Reaper's Coast.

Isbeil betrayed Queen Justinia and locked us in the laboratory with her.

Isbale is dead. Now we need to find Queen Justinia.

Options for completing the task:

  • We found Queen Justinia in the sewers. She tried to justify herself by saying that all her actions were dictated by concern for her people: they say, if she had not struck a blow at the Order, sooner or later he would have started a war against the dwarves.
  • We found Queen Justinia in the gardens. She tried to justify herself by saying that all her actions were dictated by concern for her people: they say, if she had not struck a blow at the Order, sooner or later he would have started a war against the dwarves.
  • We killed Queen Justinia.
  • We continued on our way without finding out what was hidden under the mansion of Michel Rosa.
  • We continued on our way without contacting the fog of death: it was released on Arx, and it covered and destroyed most of the city.
  • We moved on without finding Queen Justinia.

Achievement "Hammered" in Divinity: Original Sin 2 opens after defeating Dallis at the entrance to Fort Joy, where the demonstrative execution of the traitor master Atusa will take place in front of everyone. The Commander-in-Chief of the Divine Order is surrounded by Aleksandar, two Geists and several Masters, so a frontal attack without careful preparation will not end well. Dallis kills with one blow with his hammer: at the time of the meeting the squad is too weak. To defeat Dallis, you need to penetrate Fort Joy, complete several minor tasks, level up your characters, find weapons, and only after that go into battle.

You can get to Fort Joy via a ladder located to the right of the main entrance. After entering the fort, you cannot leave its territory and go to the coast, otherwise Dallis will disappear from the location and the “Hammered” achievement will not be obtained. Rescue can also be delayed a little if the animal survives the battle.

Video of the battle with Dallis at Fort Joy

Defeat Dallis in Fort Joy

You can fight Dallis only after deliberate provocation and aggression. After finishing the dialogue at the entrance to Fort Joy and seeing the execution of Atusa, hold down the key, move the red cursor over the silhouette of any enemy and attack with the left mouse button. To defeat Dallis you need take away half her health. Then she will turn into a dragon and fly away in an unknown direction. Only the masters and geysts will remain on the battlefield and will continue the battle. The remaining opponents can be killed or simply run away from them, but this is not worth doing because of the rare items and two keys - the Master's Key and the Great Key of the Divine Order. It is most convenient to attack enemies with bows and staves from the fort wall, having first blocked all approaches with barrels and boxes.

Defeat Aleksandar in Fort Joy

It also pisses Dallis off and forces her to retreat. Fast kill Bishop Aleksandar and several masters can be done with the help barrels of death fog, which should be grabbed from the ship in the Prologue at the moment called by the witch. The barrels of death fog are locked in a vault on the second tier of the hold. Door key with skull is located here on the body of the dead Master-Priest Medvin. As soon as the door opens, we run to pick up the barrel (12 units of Strength are required), otherwise it will be broken by the kraken (the poisonous fog is not dangerous for Fain and the undead). Before the fight with Dallis, we throw a barrel of fog from the inventory behind Aleksandar’s back and shoot at it with a bow or staff.


Version: 1.3
Language: not required

Description:
IN game Skyrim There is such an effect as “fogging” in external locations, that is, on the street, such fog creates the effect of a foggy veil at a distance, many people do not like this effect. The author of this small mod simply decided to remove this effect, the picture becomes clear when looking into the distance, in other words, there will be no such effect as “fogging” of the drawing distance. Also, many fans of ENB modifications know that in the latest various modifications of ENB, there is already a built-in “distant fog” effect and therefore this combination of game “fogging” and “fogging” from ENB together creates double “fogging”, which is not very good affects performance and picture quality, I had to turn off the game fog using console command setfog to remove game fog and leave fog from ENB modifications, now you won't need to do this. All in all this mod will be useful for players who do not like this “fogging” effect at a distance and for players who use ENB modifications that already have this effect. Take a closer look at the screenshots and videos and understand the essence of this mod.

Update: 1.3
- Fixed the transparency of the fog effect to 0% absolute transparency
- Now the archive has support for installation via NMM manager
- This is probably the final update

Update:1.2
- Added a mod option "All in one - all DLC", this is for those who have the Dragonborn and Dawnguard DLC installed in the game, the remaining modules are not needed separately, and also renamed esp. files in modules "For DLC Dawnguard" and "For DLC Dragonborn"
- Fixed a bug with a “black” screen and for some even the sky became black, problems with a black landscape were also fixed
- Fixed various bugs with anomalous lines appearing in the immediate vicinity of accumulations of normal fog, also corrected near fog, which was removed instead of fog at a distance

Requirements:
- Skyrim LE
- Optional addons require the DLC Dawnguard and DLC Dragonborn themselves

Compatibility:
- This mod is not compatible with any other mods that change the weather, for example "Pure Weather", this also applies to the "RLO Weather" mod if its module is used to change the weather
- You can use the Climate of Tamriel/CoT mod, it will not cause conflicts, but it makes no sense to install this mod together with them, since CoT does not use vanilla weather, but if you install it together with the Climate of Tamriel, then install this mod to remove fog in the launcher Below is the Climate of Tamriel fashion

What's in the archive:
- 00 Remove Exterior Fog - For the game without DLC
- 00 Remove Exterior Fog AIO - All in one - all DLC
- 00 Remove Exterior Fog DG - For DLC Dawnguard
- 00 Remove Exterior Fog DB - For DLC Dragonborn

When upgrading from v1.0 to v1.3:
- Attention!!! If you installed the "For DLC Dawnguard" or "For DLC Dragonborn" modules separately, then remove the RemoveExteriorFog-Dragonborn.esp or RemoveExteriorFog-Dawnguard.esp files, if any, since these files are renamed, and install the new version
- Attention!!! If you have a game with both Dragonborn and Dawnguard DLC installed and you installed the modules separately, then delete the files RemoveExteriorFog.esp, RemoveExteriorFog-Dragonborn.esp, RemoveExteriorFog-Dawnguard.esp if any and install the All in One - All DLC module , only one file

Installation:(can be done via NMM manager or manually)
1. If you have a game without DLC, then select the option "00 Remove Exterior Fog/For a game without DLC", place the Data folder in the game folder (not Data inside Data, but on top), confirm merging folders and files
2. If you have DLC Dawnguard installed, then also install the option “00 Remove Exterior Fog DG/For DLC Dawnguard”, place the Data folder in the game folder (not Data inside Data, but on top), confirm merging folders and files
3. If you have the Dragonborn DLC installed, then also install the option “00 Remove Exterior Fog DB/For Dragonborn DLC”, place the Data folder in the game folder (not Data inside Data, but on top), confirm merging folders and files
4. If you have all the Dragonborn and Dawnguard DLC installed, then also install the option “00 Remove Exterior Fog AIO / All in one - all DLC”, place the Data folder in the game folder (not Data inside Data, but on top), confirm merging folders and files
- All 3 options can be installed either together or separately, depending on who has what installed, and if you have both DLC Dragonborn and Dawnguard in the game, then you only need to install the option “00 Remove Exterior Fog AIO / All in one - all DLC", you don't need the rest of the modules!!!

You can try working with user.ltx. This list of settings seems to include

Cam_inert - Camera inertia control. Simply put, how much the camera will swing when moving. For a normal game you need to set 0.0, otherwise you will
feel discomfort.
g_always_run -Enable/Disable the "Run" option by default.
Settings with r1_ or r2_ prefixes are accepted by the game engine under certain
game settings.
Those starting with r1_ only work with "Static Lighting" (DX8).
Those starting with r2_ only work with "Dynamic Object Lighting" or "Full"
Dynamic Lighting" (DX9).
r1_dlights -Enable/Disable support for dynamic lighting in the mode
"Static Lighting" (DX8). Since in this mode the only source of dynamic
lighting is your flashlight, then disabling this function will turn it off. Accordingly, vice versa.
r1_dlights_clip - Simply put, this is the choice of the flashlight's glow range.
r1_glows_per_frame -The number of light sources for the effect of reflection from surfaces. There is little visual change in quality.
r1_lmodel_lerp -Controls linear interpolation of the lighting model.
The increase slightly embellishes the textures, for example, the appearance of the weapon.
r1_ssa_lod_a - Controls the overall level of detail (LOD) for the game world.
The higher the value, the greater the visibility of object details at a distance, but at the expense
FPS reduction.
r1_ssa_lod_b -Same as the previous parameter, but for certain types
objects.
r1_tf_mipbias [-3.000 -3.000] -Controls the clarity of removed textures. When decreasing the parameter


it turns out that this is the main way to control texture filtering, and therefore

r2_gi -Enable/Disable Global Illumination mode. This is a more realistic mode
lighting, where reflection from the surfaces of objects illuminates other objects.
Enabling it greatly reduces FPS, but for powerful machines this is a minor problem.
r2_gi_clip -Global Illumination effect distance.
r2_gi_depth - Controls the depth of the Global Illumination shadow.
r2_gi_photons -Number of Global Illumination light sources.
r2_gi_refl -Global Illumination Reflection.
r2_gloss_factor - determines the “glossiness” of surfaces (example: when increased to 10, there is a pronounced effect of “wet asphalt” underfoot).
r2_aa - The only form of AA possible for the game. It's not the same as a slider
Antialiasing is in game, and not a real form of Antialiasing. This does not reduce the actual
jagged contours; this masks them, blurring the screen at the expense of some FPS - you can
get almost the same effect (without reducing FPS) by driving an LCD monitor
MONITOR in a non-native resolution, for example.
r2_aa_kernel - Anti-aliasing quality. (Higher value means better smoothing).
Although, a value of 0.300 is the most reasonable combination of the AA effect with a non-straining
bloor.
r2_aa_break -Distance, by
which the AA effect works. The more, the further. But, since the changes to the vector
basis, then setting them all to the maximum does not necessarily guarantee the best result.
(For example r2_aa_break 0.000000,1.000000,0.000000 gives sharp close images and blurred images at a distance).
r2_aa_weight -Provides
More precise control over the strength of the blur effect. The higher the value,
the more blurring the image will be, but, again, the changes are
vector based.
r2_allow_r1_lights -Enable/Disable duplicate dynamic sources
light, i.e. enhances existing lighting with DX8 lighting. (Turning on results in
to a significant decrease in fps near fires and lanterns, but significantly increases bloom
effect and illumination in general).
r2_ls_bloom_fast -Enable/Disable light effect blur and additional
reflected glow of objects (bloom).
r2_ls_bloom_kernel_b - Bloom effect quality. The higher, the more.
r2_ls_bloom_kernel_g
r2_ls_bloom_kernel_scale
r2_ls_bloom_speed
The three settings above refer to the quality of the bloom effect. But visually, not at all.
Maybe something will be visible on the top video.
r2_ls_bloom_threshold -Controls the level of the lighting effect when enabled
nom bloom. The higher the value, the darker the effect. And vice versa.
r2_mblur - Blurred effect during fast movement. The higher the value,
the more blurred the image is, for example, when rotating.
r2_parallax_h - This is the parallax mapping setting, which is responsible for pseudo-relief
some surfaces in the game (such as rocky ground, brick wall
etc.). The higher, the greater the effect of relief depth.
r2_slight_fade - adjustment of illumination from dynamic light sources (increase increases illumination).
r2_ssa_lod_a - Controls the overall level of detail (LOD) for the game world,
the higher the value, the greater the visibility of object details at a distance, but at the expense
FPS reduction.
r2_ssa_lod_b -Same as the previous parameter, but for certain types
objects.
r2_sun -Turn on/off the sun as a light source.
r2_sun_details -Turn on/off shadows from grass (as well as, possibly, from other small
objects).
r2_sun_lumscale [-1.000 -3.000] - Illumination coefficient from sunlight. (The brightness of the sun's light).
r2_sun_lumscale_amb - Solar ambient illumination coefficient (background
illumination). Magnification improves picture quality without increasing direct light from
sun.
r2_sun_depth_far_bias [-0.500 -0.500]
r2_sun_depth_far_scale
r2_sun_depth_near_bias [-0.500 -0.500]
r2_sun_depth_near_scale
These settings essentially control the level of detail in shadows cast from the sun and the boundaries of highlight and shadow areas.
r2_tf_mipbias [-3.000 -3.000] -Controls the clarity of removed textures. When decreasing the parameter
-higher clarity and lower performance. Zooming in results in more blur.
textures and higher performance. Considering that the AF slider in the game settings is atrophied,
it turns out that this is the main way to control texture filtering, and therefore
sharpness and clarity of distant textures.
r2_tonemap -Enable/Disable Tone Mapping. This will help improve the HDR used
in play, reducing contrasts and highlighting details as needed,
to keep the image more realistic.
r2_tonemap_lowlum - Controls the Tone Mapping effect on darker areas. The higher this value, the darker the HDR effect.
r2_tonemap_middlegray -Has the most significant effect on the HDR effect.
For example, with a value of 1.200 -HDR in STALKER looks more like Oblivion's HDR.
r2_sun_near_border "1" can be "0.9" -Removes shadow artifacts (triangles around the edges
screen)
r2_sun_focus "on" or "1" - shadows will be displayed normally in the distance.
rs_stats -Enable/Disable the range of game statistics, including FPS.
snd_cache_size - Control the size of the sound cache. It is better to set the maximum to help avoid possible “stutters”.
vid_mode - Controls the monitor resolution.

ClaraOswald 9879
August 29, 2016 13:23

Who issues: Little Bertha

Fraction: Residents of Far Harbor

Locations to explore:

  • Far Harbor
  • Sawmill at Echo Lake

You are offered to help Little Bertha. You will find her at the farthest part of the pier, before she didn’t even want to talk to you, but now she needs your help. She has as many as 14 caps and wants to hire you. She believes that the people of Farharbov need their own lands, and, in her opinion, the Sawmill at Echo Lake is just right for this. She hopes that you will clear the territory of all radioactive creatures so that people can settle there freely. Agree to help her.

Capture the sawmill at Echo Lake

The sawmill is located in the western part of the island, on the opposite side from the Far Harbor settlement. If you passed under the sign from the main entrance, then on the left, in the area of ​​shops, you will find a machine with “Vim! Captain's cocktail" is a useful thing. One of the tents will also contain ammunition.

There are wild ghouls living in the sawmill, and you have to kill them. They are in the main building of the sawmill and on the stand near the water. But the main ghoul, the glowing one, without killing whom the task cannot be completed, is located in the attic of the largest building on the territory of the sawmill. Be on your guard, as he has the power to revive ghouls you have already killed.

To get into the attic, you will have to either pick the lock of the door (the level of hacking is medium) or climb the shelves on the second floor. There is a first aid kit next to the locked door.

After cleaning, collect everything useful in the attic. There you will find a bag and a chest with weapons and ammunition, which, among other things, will contain the legendary weapon Reaper.

Help: Reaper

Damage: 8

Speed: Very fast

Weight: 6

Price: 250

Peculiarity: Chance to stun the target on a successful attack.

After clearing the territory, a certain Malcolm will appear, who also lays claim to this land. You have a choice of what to do:

  • Leave the land to Malcolm.
  • Take 615 caps from Malcolm and lure the inhabitants, under the pretext of safety, to the sawmill, where they will then be eaten.
  • Take the caps from Malcolm and then kill him.
  • Keep the land for yourself and kill Malcolm.

Whatever decision you make, return to Little Bertha to complete the quest. But don’t rush straight to Far Harbor; look across the street from the sawmill on Echo Lake to the location of Briney’s Tackle and Bait, where, apparently, there used to be a store. There you can refresh yourself with Yader-Cola and meet trappers fighting a giant hermit crab - quite a sight.

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