The Impish Pocket Realm is a sub-area of the Nameless Isle  in Divinity Original Sin: 2.  Please see Walkthrough and/or Locations for other areas.

 

General Information

 

Map

ImptempleMap

 

Notable NPCs

  • Knight of Xantezza

Sub-Areas:

  • N/A

 

Related Quests

 

 

The Impish Pocket Realm 

Notes & Tips

The quest related to this sub-area is Running like Clockwork, check out the page to find a walkthrough regarding the said quest.

Rewards for completing the quest related to this sub-area:

  • 13,950XP for each wolf killed, for a total of 27,900XP for both wolves (optional).
  • 20,075XP upon entering the Pocket Plane.
  • 30,100 Exploration XP upon entering the Pocket Plane.
  • 20,075XP upon entering the room with the core.
  • 20,075XP and a choice of legendary-quality loot upon completion of the quest.

Some notes for the related quest:

  • The first 4 plates can be pressed with reinforced crates laying around.
  • Gas traps can be covered by lab equipment and stools, or simply disarmed.
  • At the entrance (waypoint shrine), look for the pipes. It can be very helpful to leave one NPC along with a teleporter pyramid permanently detached from the party on those pipes for a quick emergency escape. If you let the core explode, you forfeit the rewards though.
  • You can use teleport/flying/leaping skills from the pipes to move one character directly into the core chamber and much closer to the core itself. This makes it very easy to shut it down.

 

 

Video

[video goes here]

 

Map

ImptempleMap

 

 

 

 




Join the page discussion Tired of anon posting? Register!

    • Anonymous

      03 May 2021 01:37  

      Bring party right up to the threshold of the line that triggers the orb to notice you. Character #1 teleports Character #2 to as close to the orb as possible. This triggers the orb. But Character #2 possesses "Tactical Retreat" ability and uses it to get right next to the orb. Then touches it.

      • Anonymous

        01 Jan 2021 07:07  

        All I did was go through the pipes like that one book said....had sebille my most trusted rogue aerothurge run to the core with 0 AP used....haha I think it came with the Talent "The Pawn" that and high initiative ez peezy lemon squeezy

        • Anonymous

          07 Oct 2020 13:09  

          I wonder if there is any way out if your main character dies in there, don't you need the leader to be alive in order to proceed to next act?

          • Anonymous

            21 Oct 2017 22:16  

            Put two characters on the pipes, one with teleport skill, then teleport one character into the orb chamber, touch orb, job done...

            • Anonymous

              10 Oct 2017 17:58  

              you can pick the lock on the door to the chamber with the hyperdrive protocol valve. activating this valve gives you enough movement speed/action points to approach the core and deactivate it before it can release the deathfog. it helps to have a pure movement skill (phoenix dive, tactical retreat, and less effectively sprout wings + fly) so you can cross most of the distance with 1 or 2 of the 5 ap you have to work with. it also speeds up the music and really creates a cool ambiance to the whole event :)

            Load more
            ⇈ ⇈