Companion’s List of Important NPCs and Interactions – Steam Solo (2024)

Divinity: Original Sin 2 – Definitive Edition Guide

Companion’s List of Important NPCs and Interactions – Steam Solo (1)

Overview

Just a list of people each companion needs to talk to for their quests, or maybe just for some dialogue. I’ll try to update it as I play through the game. Comments on missing NPCs or battles are appreciated.

Intro

Going to try putting together a list of NPCs you can have special dialogue with for each companion. Some will be quest related, some not. One thing though, I will have to do Lohse and Sebille’s on a second playthrough, though Foxy can help me with Sebille. So those two will probably be sparse for a while.

One hint of advice tho: As soon as you land on Driftwood, get to Seiva and get Spirit Vision ability as soon as you can. If you do like I did and explore half the dam map before going to Driftwood proper, you’ll realize you have to do that same half all over again to search for the ghosts to interact with.

Ifan

  • NPC
    Boriss*
    *The note you get from him does not appear on his body if you kill him.
  • NPC
    Zaleskar*
    *Get a nice crossbow.
  • NPC
    Exter or Gareth*
    *Talking to Exter (before saving Gareth) or Gareth (back at camp after saving him), with Ifan in your party, can make a exclamation point pop up over Ifan’s head. He reveals that he thinks the Lone Wolves may be targeting the Godwoken. He’ll mention the wolves are near Driftwood on the Reaper Coast. Probably same people Sebille wants to talk to so proceed with that in mind.
  • NPC
    Alexander*
    *The “Call to Arms” battle will have you facing Alexader. Ifan’s quest updates after you defeat him.
  • NPC
    Alexander on Lady Vengeance*
    *You can talk to Ifan about fulfilling the contract once you find him on the ship. He doesn’t seem to have heard the news that Gareth told you above deck. Take Ifan with you to “interrogate” the unconscious Alexander and stop him (or not) from punching him.
    *You can manually attack him and his attendant if you want I guess. It makes a small note in Ifan’s quest that Alexander’s coma didn’t last long, he’s now dead. Not sure how much future story and dialogue is affected by this.
  • NPC
    Little Boy*
    *When you approach the chickens of Driftwood who have lost their eggs in Act 2, a boy will approach your group with a message for Ifan. It makes another entry in your journal for Ifan’s quest.
  • NPC
    Paladin Hardwick*
    *On the bridgehead north of the Lost Eggs, you’ll find a Paladin camp. Ifan recognizes the commander when you go to talk to him. This one’s just some dialogue it seems like. Nothing quest related.
  • NPC
    Baran Levere*
    *Now there’s a guy on the second floor of the tavern. He’s a noble surrounded by bodyguards.
    If you have spirit vision on, you’ll notice a ghost there saying he’s had his identity, and life apparently, stolen by the guy parading around as Baran. Talking to the Baran with Ifan in your party will reveal that Ifan knows him. You can decide whether or not to ask about the second part of the conversation. The jist is, Rooster is expecting Ifan with some Godwoken in tow to fill Rooster’s contract to kill Godwoken. Ifan says. Makes me a little uncomfortable I didn’t decide to ask about the conversation. Anyway, that’s not all.

    The leftmost chest will have Baran’s ring in it. Not sure what it’s supposed to do, but it’s unique. But be careful of the traps in front of the chests. Also note that you can pickpocket Baran for his first three items in his inventory. This includes “orders” that can be read to update the “Rare Prey” quest. The amulet is also unique, has Gag Order Skill, a rune slot, Lucky Charm, Lore, Huntsman, 2 Finesse and 10 percent poison res. The third item is a key for the chests I think.

    You may also notice a set of stairs with a locked door in the corner near this room. I’m not at all sure how to get in there, but trying to do anything to the door makes Baran come and scold you.
    Makes me wish I had those Magical Unlock scrolls from last game.

  • NPC
    Ifan*
    *Talking to Ifan after entering the town of Drifwood proper, gets you some dialogue about his days and subsequent arrest in the undertavern. You’ll get a journal entry in which Ifan gives you the password to Effie’s Emporium in Driftwood.
  • NPC
    Ifan*
    *Leaving Driftwood through the west exit, where the guards give you a hard time, will get Ifan an exclamation mark above his head. There’s some dialogue about his time in the Divine Order,
    which is important as it relates to events after this.

    ***************Now, I’m not sure if the next two NPCs need to be done in a certain order. I went to Wrecker’s Cave first, then the Cloister Woods. Doing it this way made Ifan’s dialogue make a lot more sense than it would have the other way around I think. But it may be ok to do it the other way, so it’s up to you.********************

  • NPC
    Scientist in bowels of Wreckers Cave*
    *Ok. In the middle south basem*nt of Wrecker’s Cave, you’ll find a contraption with a dwarf scientist there. I was playing as Beast. After the first persuasion check, I got the option of smashing the device. Afterwards, Ifan says he recognized the device and wanted to talk to the scientist. And if you talked to him thoroughly the time above this one, about the device he carried to “save” the elves, you’ll have an ‘O.O’ moment too. Afterward, talk to Ifan for more dialogue.

    Optionally, if you don’t have Beast, turn Fane into a dwarf. This should still trigger Ifan’s need to talk to the b**** scientist.

  • NPC
    Hannag*
    *Now I had already saved Gawaiyn and such. So I talked to her and got the rewards from that quest. And immediately after I picked the rewards, Ifan chimed in saying he wanted to talk to her.
    So you can do the dialogue all in one go without having to worry about her leaving on you.
    At least it worked out like that for me.

    Anyway, let Ifan go at it. I didn’t interrupt btw. You can pick whichever fate you want. But if he’s not gonna do it, just doesn’t seem like it should be done. Anyway, you can also talk to Ifan right afterward too.

  • NPC
    Roost*
    *Surprisingly, talking to Roost doesn’t get a journal entry, or much of any dialogue of any value.
    Now, the young crossbow guy can be recruited to serve on your ship after the bloodbath at the sawmill. Also, using the Black Mirror in Roost’s room will get some dialogue and you can talk to your companions afterward.
  • NPC
    Advocate*
    *Talking to the Advocate on Blood Moon Isle gives you an entry in Ifan’s companion quest about the Deathfog. But no dialogue.

Sebille

    After each major NPC, you can check your “Tattoo Needle” for various new options.
  • NPC
    Stingtail*
    *Make sure all business with Stingtail is concluded before approaching with Sebille.
  • NPC
    Griff*
    *Griff can tell her about the Lone Wolf Smuggler Zaleskar.
  • NPC
    Zaleskar*
    *Gives her info on a Lone Wolf called Roost who is on the Reaper Coast. This Roost will also be of interest to Ifan I think, so approach him thoughtfully after leaving the island.
  • NPC
    Dying Shark*
    *At the beginning of Act 2, there’s a dying shark on the southwestern beach. After its death,
    you can get a leg from its carcass. Eating this leg starts the quest “Hide and Seek”. The kids on the southeastern pier in Driftwood can further this quest I think.
  • NPC
    Baran Levere*
    *Now there’s a guy on the second floor of the tavern. He’s a noble surrounded by bodyguards.
    If you have spirit vision on, you’ll notice a ghost there saying he’s had his identity, and life apparently, stolen by the guy parading around as Baran. Talking to the Baran with Ifan in your party will reveal that Ifan knows him. You can decide whether or not to ask about the second part of the conversation. The jist is, Rooster is expecting Ifan with some Godwoken in tow to fill Rooster’s contract to kill Godwoken. Ifan says. Makes me a little uncomfortable I didn’t decide to ask about the conversation. Anyway, that’s not all.

    Now if Sebille is MC, she’ll get a journal entry too for her quest to find Roost. We think. This probably also applies to having her as companion. Although if she’s companion, she may very well try to kill him too, I dunno.

    The leftmost chest will have Baran’s ring in it. Not sure what it’s supposed to do, but it’s unique. But be careful of the traps in front of the chests. Also note that you can pickpocket Baran for his first three items in his inventory. This includes “orders” that can be read to update the “Rare Prey” quest. The amulet is also unique, has Gag Order Skill, a rune slot, Lucky Charm, Lore, Huntsman, 2 Finesse and 10 percent poison res. The third item is a key for the chests I think.

    You may also notice a set of stairs with a locked door in the corner near this room. I’m not at all sure how to get in there, but trying to do anything to the door makes Baran come and scold you.
    Makes me wish I had those Magical Unlock scrolls from last game.

  • NPC
    Ancestor Tree*
    *After arriving at the Elven Camp, south of the Sawmill, you’ll see a large tree with some kind of forcefield looking thing around it. You can talk to it and it’ll tell you about the mother tree.
  • NPC
    Roost*
    *Confronting Roost gives you info on where Master is.
  • NPC
    Saheila*
    *Talking with Saheila gets you a choice of what to do about all that Elven Scion business.
    Doesn’t seem to show up in the journal though. We were already full of Source Points by this time. That may have something to do with not having a journal entry though. She wants us to talk to the Mother Tree. Thinks that’s in Act 3.

Fane

  • NPC
    Nebora the Blacksmith
  • NPC
    Kniles Felsnar*
    *Can be pickpocketed for Face Ripper. Has conversation with Fane if present.
  • NPC
    Fane*
    *Talking to Fane reveals he had a wife and daughter and this gets put down in the Journal Log.
  • NPC
    Windego*
    *After leaving fort, to the north of the bridge and west of Rex’s Vault you will find her.
  • NPC
    Fane*
    *If you do nothing else in your playthrough, talk to Fane once aboard the Lady Vengeance and take him “behind the curtain” to talk about “rituals”. I think the second or third option should both lead to this. Just do it. I forget what the name was of “that thing I did with my tongue”, but it was a fun dialogue.
  • NPC
    Aetera*
    *In the Black Pits cave, on the western wall of the Alchemist’s Workshop, blow up the barrels and enter the puzzle room. Complete the puzzle and check out the coffin. Let Fane speak.

Lohse

  • NPC
    Laslor
    * Dwarf at table south of woman who lost her daughter in Fort Joy. Has some dialogue with Lohse when she’s MC at least.
  • NPC
    Saheila*
    *In cave south of fort where rescued elf goes. Fight will ensue and you must subdue Lohse…..or not.
  • NPC
    Zillik*
    *The guy in the dungeons with an open cell door.
  • NPC
    ———*
    *——————————————————-

Red Prince

  • NPC
    Lost Cat*
    *After the shipwreck on the beach you wash up on. Need Petpal I think.
  • NPC
    Assassin*
    *Usually on the west side of Fort Joy outside the kitchen, an assassin will sprint at your party. Try to keep the old lonely lady there from getting killed because of you. If for no other reason, because you can get multiple restoration books off of her by talking to her with each of your companions.
  • NPC
    Stingtail*
    *Talk with him before Sebille gets to him.
  • NPC
    Lost Cat*
    *Must lead him out of Fort Joy to freedom for a Cat Familiar ability. Note that the cat cannot be transported through the shrines. He must physically follow you through to the Marsh.
  • NPC
    Bahara*
    *In the Seeker Camp.
  • NPC
    Xiuh the Salamader*
    *The guy with the skull sentinel in his basem*nt. Ryker. Talking to his pet with Red Prince starts a quest.
    Anyone can start it actually but only Red Prince can learn more from the salamander.
  • NPC
    Assassins*
    *In Driftwood, straight north of the Ancient Elf Tree, outside the graveyard, you’ll find some more assassins for the Red Prince. You can talk to him about them afterward.
  • NPC
    Ghangha*
    *He’s in the undertavern and tells you Brahmos the Wanderer has fled to nearby camp of paladins that’s to the east. Meaning the Paladin Bridgehead.
  • NPC
    Paladin Thom Hardwin*
    *You’ll find a Paladin Hardwin at the bridgehead. Since he has other quests to give you, you may have to talk to him a couple of times before Red Prince interjects. He tells you that Brahmos took off, chased by some shady characters. He fled south in the direction of a graveyard. I hope he’s not that dead lizard I cremated already.
  • NPC
    Spirit of a Lizard Dreamer (Brahmos?)*
    *In the graveyard on the southeastern side of the incinerator, you’ll find a couple dead assassins and a lizard spirit. You’ll need spirit vision for this of course.
  • NPC
    Red Prince*
    *You can talk to Red Prince about his dream with Brahmos. You can also talk to him about the elven Scion after you’ve visited the elven camp.
  • NPC
    Sadha*
    *This is the princess. To the east of the sawmill. I admit I peeped 😛 Keep going on that line of thought and it’s very funny.
  • NPC
    Hawk/Owl thing*
    *After Bloodmoon Isle, I went back to Lady Vengeance because, you know, Malady seems to have some kind of problem with me exterminating all of her kind. When I got there, the same bird that delivered a message earlier was there again. This time it had a message for Prince to meet him at the Nameless Isle.

Beast

  • NPC
    Laslor
    * Dwarf at table south of woman who lost her daughter in Fort Joy. He sings some songs about you.
  • NPC
    Duggan and Leya*
    *In the Seeker Camp, when your MC isn’t Beast, Beast will ask to talk to them. They can take everyone’s collar off for them. If playing as Beast, go back to Amadia camp after the Alexander battle but before you leave the island. Leya will take collars off any remaining companions.
  • NPC
    Dead dwarves*
    *Now on top of the tall tower in the graveyard in Driftwood, you’ll find some dead dwarves with a bird there. Talk to the bird with Beast and eat the same thing it is eating. You’ll get a effin Condor summon. I think it’s cool as f*** f***. Any dwarf can actually get this and Fane can pose as one too.

    Now, if you are Beast, or Fane as a dwarf, you’ll see ghosts up there (need spirit vision). There is a pair of them arguing, and talking to them initiates an “Avatar” moment, at least for me. It just means that its an origin character moment I think. But like I said, it worked with Fane as dwarf too, so I can’t say for certain.

  • NPC
    Fingal Boyd*
    *A little southwest of the bridgehead, by the windmill, there’s a dwarf that sells lutes. You can ask her about “anything more…useful” and pass a persuasion check to get her to make you something special you can come back later for. Probably open to everyone, not just Beast, but I’m not sure.
  • NPC
    Red Prince*
    *After you take care of Mordus in Wrecker’s Cave, all your party members will have something to say about the info you learned. After that, Red Prince has additional dialogue that helps give backstory between Beast and his cousin the Queen.
  • NPC
    Letter from the Queen*
    *Ok. Details on Beast is kinda sparse cause I’m playing as him and its hard to tell sometimes what’s plot and sub plot. Anyway, inside Wrecker’s Cave on the north side near the northern entrace to the cave (The northern entrance lets you bypass all the zombied out dwarves, and it’s to west of the western Troll, directly across from the waypoint), there’s a room with two ghosts and a locked hatch. There’s a note on the table from the queen. It gets “Beast of the Sea” update and “The Law and the Order”. Apparently this all has to do with Deathfog.
  • NPC
    Scientist in bowels of Wreckers Cave*
    *Ok. In the middle south basem*nt of Wrecker’s Cave, you’ll find a contraption with a dwarf scientist there. I was playing as Beast. After the first persuasion check, I got the option of smashing the device. Afterwards, Ifan says he recognized the device and wanted to talk to the scientist.
    Optionally, if you don’t have Beast, you can use Fane to change into a dwarf and get similar dialogue that will trigger Ifan’s dialogue. Not sure if you can still smash the machine though.
  • NPC
    Lohar*
    *After you’ve been all through Wrecker’s Cave and slapped Mordor a few times, you can go back to Lohar to turn in the quest (if you’re not doing “The Law and the Order”). After telling him what happened you have some Beast only dialogue that comes up. Make sure to get your reward information before doing the Beast dialogue though. Well, if he’s your MC anyway. Get mad at him or not. Either way, you’re on your way to Arx next to stop Operation Downfall.

    You get a good mace and a letter from Lohar to someone else. I have no idea who this letter is supposed to go to, since nothing mentions it. You can also give the Queen’s Letter back to him too if you want. I don’t know that it really matters though.

Lost Cat

  • NPC
    Lost Cat*
    *After the shipwreck on the beach you wash up on. Need Petpal I think.
  • NPC
    Lost Cat*
    *Must lead him out of Fort Joy to freedom for a Cat Familiar ability. Note that the cat cannot be transported through the shrines. He must physically follow you through to the Marsh.

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Companion’s List of Important NPCs and Interactions – Steam Solo (2024)

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