Most Dangerous When Cornered

mostdangerouswhencornered
Location Ruined Castle
Suggested Level 5

Most Dangerous When Cornered is a Quest in Divinity: Original Sin 2. 

This quest can either be automatically acquired when you approach the ancient ruins on the north of the island or by speaking to the seekers at Amadia's Sanctuary, after you've escaped from Fort Joy.

Important NPCs

 

Objectives

  • Save Gareth from the attacking magisters

 

Walkthrough

  • After you escaped from Fort Joy, go the northern part of the island. 

    • You may run into some burning pigs, this is part of a seperate quest; move through this area with caution, as the pigs can set off environmental hazards littered about the area, so move carefully if you chose to pass through here.

  • In the ruins to the north, you will encounter a group of magisters laying siege to Gareth with a shrieker guarding the western entrance. Do not go near it, as it will cause instant death. You can bypass it by climbing some vines either south or north of the shrieker to reach the ramparts around the ruin. You can then climb down the ladder where you will encounter a group of magisters on a lower level or walk to the north to join Gareth.

    • Depending on your progress in the shriekers you may be able to destroy the shrieker blocking Tarlene's path; she will then join you and Gareth in the fight against the magisters, climbing up to the ramparts near where the magister and Gareth are facing off.

  • Depending on where you enter the ruins, and who you first talk to, you will either be entered into combat with the magisters immediately or have an opportunity to dissuade some of them, either:

    • Sneak to the north and talk to Gareth to initiate combat with the magisters

    • Approach from the south to have the leader of the magisters confront you; you can then either convince him by a persuasion check to leave the area, or initiate combat.

  • Once the fighting is done, Gareth asks you to meet him in Sanctuary of Amadia.

 

Tips & Tricks

  • Letting Gareth get killed will have some impact on later game, as he is present in all four acts, but will also have short term consequences, as the seeker Leya will not remove the source collars from the party.

    • This can be circumvented by using a special dialogue option of  Lohse's.

  • If you are having trouble with the fight, either in keeping Gareth alive or beating the magisters, consider either using the persuasion check to convince the four magisters in the courtyard to leave, or starting the fight from closer to Gareth, allowing him to divert aggro and putting him within range of support skills.

  • To bypass Gareth's scripted wind knockback use the ramparts around the ruin to move to Gareth, then come down the ladder to the north-east of his position, leaving you just behind his position.

  • If you intend to complete Healing Touch you should do so before clearing the magisters next to Gareth; while the magisters at the gate won't progress the quest, the last four will result in the unhealed patient dying before you can heal them.

 

 

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  ♦  Hide & Seek  ♦  Hot Under the Collar  ♦  Infestation  ♦  Invaders  ♦  Keep Calm and Carrion  ♦  Lady o' War  ♦  Lost and Found  ♦  Love has a Price  ♦  Mercy is Power  ♦  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 Nameless Isle  ♦  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



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