The Hold Divinity: Original Sin 2 Map
The Hold is the name of the first, tutorial location available in the game, that the players start on their adventure. It's a smal three-deck prison ship that transports sourcerers to Fort Joy and where the Troubled Waters quest takes place.
In the Definitive Edition of the game, an additional tutorial deck has been added (not included on the map below) that allows new players to familiarize themselves with the basic controls, etc. You can learn here how to move objects, unlock doors with a key, a lever, the lockpicks or the pressure plates, learn about surfaces and their effects, learn about scrolls, use beds, fight the first fight or get some items and gold.
Quests that begin on The Hold map
An alphabetical list of quests that begin on this map.
Points of interest
Below you will find some information about the points of interest located on "The Hold" map.
Cooking Recipes Read it to learn six cooking food recipes (potatoes).
Starting point You start your DOS2 adventure here. Related quests: A Scholar from Times Past, A Wolf Alone, Hunt for the Master, Redemption, The Beast o' the Sea, The Collar, The Magisters, The Thing Inside, Troubled Waters.
Locked Passages
Closed door, gates, etc. Mostly they will need a key or high lockpicking skill to open them, but some, these with low HP, can be opened by force.
Door Locked. No key around, but you can use your weapon and easily destroy the door. Related quests: Troubled Waters.
Greasy Door Locked (lock lvl 1). Can be opened with the Greasy Key.
Skull-Marked Door Locked. You need Skull-Marked Key to open it. Related quests: Troubled Waters.
Keys
Greasy Key The key lies on the ground in the corner, hard to spot. You should press the ALT key to find it :-)
Skull-Marked Key You will find it in the corpse of Magister Priest Medwyn. Related quests: Troubled Waters.
Future Party Members
They can't join your party yet, but this will be possible at the later stages of the game, in Fort Joy, etc. It does not matter if you come back to save them at the end of the Troubled Waters quest. In both cases they will survive.
Beast Future member of your team. You can not invite him yet.
Fane Future member of your team. You can not invite him yet.
Fane (Skeleton) Future member of your team. You can not invite him yet. He will be here after the explosion.
Ifan ben-Mezd Future member of your team. You can not invite him yet.
Lohse Future member of your team. You can not invite her yet.
Sebille Future member of your team. You can not invite her yet.
The Red Prince Future member of your team. You can not invite him yet.
NPCs
Magister Payde Related quests: Troubled Waters.
Magister Siwan Related quests: Troubled Waters.
Magister Waters Related quests: Troubled Waters.
Magister William and Windego When you come here you will witness how Windego casts a powerful spell, kills the Magisters and disappears. Related quests: Troubled Waters.
Magisters Murtof and Ricks Try to persuade them (req. Persuasion 1+) or kill them. You need to use your weapon to destroy the door and get into the room. Related quests: Troubled Waters.
Chests
Chest (lvl 1)
Chest (lvl 5)
Chest (lvl 5)
Chest with Confiscated Goods Inside you should find some weapons.
Worn-Out Chest (lvl 5)
Fights
Places where you will surely have to fight against the opponent(s).
Voidlings (lvl 1) 2 x Viscous Voidling.
Transitions
Transitions between map levels, locations, etc.
Lifeboat Here you can leave the ship. You can also decide to return to the lower deck and try to save the rest of the crew. Related quests: Troubled Waters.
To the Lower Deck Related quests: Troubled Waters.
To the Lower Deck
To the Main Deck Related quests: Troubled Waters.
To the Middle Deck
To the Middle Deck Related quests: Troubled Waters.