A Hunter of Wicked Things

Quest Giver
Location Cloisterwood
Suggested Level 15
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A Hunter of Wicked Things is a Quest in Divinity: Original Sin II. On your travels, you meet a demon hunter named Jahan who is looking to kill a powerful demon on Bloodmoon Isle. Will you help him?



Important NPCs



A Hunter of Wicked Things Objectives

  1. Find Jahan and talk to him.
  2. Agree to kill The Advocate.
  3. Kill the Advocate and report back to Jahan.



A Hunter of Wicked Things Walkthrough

At a house slightly east of Cloisterwood, there is a Demon Hunter named Jahan (he is the same Jahan from the original Divinity: Original Sin). Approach him for 14,975 Exploration XP.

Jahan will ask you to investigate Bloodmoon Island and kill a powerful demon there named "The Advocate". If you have Lohse on your team, you can agree to let her talk to him for +10 Attitude and he will agree to help Lohse in return for killing the demon. Either way, the quest will progress and you will earn 7500XP.

It is highly recommended to do all three quests: "The Secrets of Bloodmoon Island", "The Advocate", and "The Forgotten and the Damned" in conjunction with this one, as they all revolve around the same path. Rewards will be listed on their respective pages.

There is also a book called "Ornate Hymnal" inside Jahan's home, which is required for the "The Forgotten and the Damned" quest. Reading it as a Scholar will net you 14,450XP, if you have not already read it.

Travel to Bloodmoon island through Cloisterwood harbor or by casting Spirit Vision at the broken bridge next to Driftwood Fields Waypoint. You can teleport over safely using the spirit bridges that appear. In any case, when you arrive on Bloodmoon Island, speak to The Advocate at the demon's camp, and by all means agree to do his personal quest since it nets a lot of XP and advances your main quest anyway. You can also kill The Advocate right then and there, but it is not recommended, since you can kill him after doing his quest anyway.

After dealing with the Black Ring magisters surrounding the tree, you can kill The Advocate. Arp-kha, Chtylchia, Basatan, and a dog will aid him in the fight (the other dog will be on the beach still - you can kill him as well for 7225XP), so be sure to pickpocket Basatan as much as possible before attacking The Advocate. Killing The Advocate gives a measly 7225XP, but he drops pretty nice loot. You will also earn 7225XP for killing the dog, and 28900XP each for killing Basatan the Wishmaster, Chtylchia the Mistress of Agony, Eyrhen of Havoc, and Arp-kha the Elemental Knight. Once they are all dead, don't forget to loot the "Voidwoken Fish Exchange Scroll" on Basatan, as you will need it later on in Act IV for the quest, "Doctor's Orders" in Arx. You can also clear out the area of any remaining enemies for maximum XP and loot at this point.

After you killed the Advocate, since you will need to learn the name of the Arch-Demon anyway later on when you report back to Jahan, you can now simply cast Spirit Vision and talk to the Spirit of the Ancestor Tree to learn the name of the Arch-demon Jahan is after. In order to speak with the tree though, you will need to learn the name of the tree, which can be found by reading the book called "Archivist's Journal" in the Archives located in the picture below (this Archive is actually associated with the quest: "The Secrets of Bloodmoon Island"). Invoke the Tree's name and you will earn 66200XP, as well as learn the name of the Arch-demon, which is Adramahlihk, residing in Doctor Daeva himself.

The above picture shows the entrance to the Archives. You will need enough wits to spot the mound and dig it up. Entering it will net you 50,575XP.

Report to Jahan that the Advocate has died and you will earn 36100XP, and as the dialogue progresses you will earn another 36100XP for a total of 72,200XP. At this point, if you followed the walkthrough and used Spirit Vision to speak with the Spirit of the Tree to learn the name of the demon, you can simply reveal the name to Jahan when he asks another request of you. If not, you'll have to trudge back to Bloodmoon Island again. In any case, after you reveal the name of the demon to Jahan, you will officially complete the quest and obtain a choice of Legendary-quality loot.

If Lohse is with you, Jahan will then try to cure her as promised but ultimately fail. However, he will agree to join you on the Lady Vengeance and face the demon later.





  • 14,975 Exploration XP upon approaching Jahan's house.
  • 7500XP for agreeing to investigate Bloodmoon Island.
  • +10 Attitude with Lohse for letting her speak with Jahan.
  • 14,450XP for reading the Ornate Hymnal book as a Scholar (associated with The Forgotten and the Damned quest).
  • 7225XP each for killing The Advocate, and his 2 dogs, for a total of 21,675XP (1 dog is probably on the beach still).
  • 28,900XP each for killing Basatan, Chtylchia, Eyrhen, and Arp-kha, for a total of 115,600XP.
  • 50,575XP for entering the Archives for the Archivist's Journal (associated with The Secrets of Bloodmoon Island quest).
  • 66,200XP for invoking the name of the Ancestor Tree (associated with The Secrets of Bloodmoon Island quest).
  • 36,100XP twice, for a total of 72,200XP for reporting back to Jahan that The Advocate is dead.
  • A choice of Legendary-quality loot, upon quest completion.



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 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  ♦  Most Dangerous When Cornered  ♦  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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    • Anonymous

      If you think the quest is bugged, use Peace of Mind in any of your heroes while near the quest location, he'll spot the right place to dig

      • Anonymous

        After killing the advocate, Javan rewarded each of my characters a skill book of summon inner demon but you must speak to jahan at end of quest with each character, accept quest then turn in quest in same conversation.

        • Anonymous

          I did all the quests on Bloodmoon Island, but upon returning to Jahan to complete them, he tells me he'll teach me about source, the conversation goes as intended... only I don't actually learn anything from him. My source pool didn't go up to 3 as it should, nor did I learn Source Vampirism.

          • Anonymous

            I did everything on that bloody island and came back to Jahan - cannot finish the quest with Lohse, he brabbles and everything is pointing to that cage but then the conversation is off. I know the tree name, I did everything - no quest update. Dang it.

            • Anonymous

              I got all of Basatan's and the Advocate's vendor loot (or most of it) including over 50k gold in total, 7 pouches of superior pixie dust, loot I had sold them, etc.

              • Anonymous

                Hey guys to those who still doesn't know how to reveal the hatch...You simply have to use a shovel in that area and keep trying till the hatch pops up...Your welcome !

                • Anonymous

                  i have the site of the Archives on my map. I have / am there but i can't find the door. I am at 19 wit's. How much does my wit's need to be, or what am I not doing to see the door?

                  • Anonymous

                    I tried to hand in the quest but I don't get the completion for the quest nor do I get the option for him to join my ship, am I doing something wrong? Or is this a common issue?

                    • Anonymous

                      I have the same exact issue. The lizard in the cage is dead, and when I talk to Jahan in order to perform the ritual, the dialogue just stops.
                      Any ideas on how to deal with this issue?

                      • Anonymous

                        The demon in the cage accidentally died when I fought Alice Alieeson next to Jahan. The quest is now bugged and can't complete...

                        • Anonymous

                          One way to kill advocates group on tactician without too much cheesing is to lure the enemy ambush pack to the nw of the camp and let them fight it and attack as they are busy.

                          • Anonymous

                            If you can't see the secret hatch where the "archives" marker is, you need a higher Wits level to see it. Try using a clear mind scroll or spell. I had 18 (too low) + 8 from clear minded and it appeared for me.

                            • Anonymous

                              Use teleport. From the main broken bridge. Teleport spell one character and then use the teleporter pyramid to group. (It's a hassle but I used it)

                              If you have an undead character send him on the boat alone and teleport pyramid to him.

                              • Anonymous

                                whenever i ride the boat, i'm dead on the island upon arrival. And i can't res since my whole parties dead and need to reload. Any suggestions?

                                • Anonymous

                                  Anyone know what the wits level needed to detect the hatch? I'm standing right on top but it's still greyed out...bug? :(

                                  • Anonymous

                                    Hmm for me he says to find out the name of an arch demon he has been trying to kill. However i have only met him after i had already killed the Advocate, there is no mention of this here so i assume i cannot get this information anymore because the advocate is already dead? Anyways if that should be the case perhaps it would be wise to include in this article that one has to aquire this quest before killing the advocate. Thanks

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