A Rare Prey

[PIC]
Quest Giver
Location Fort Joy
Suggested Level 5-14
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A Rare Prey is a Quest in Divinity: Original Sin II. A long trail of blood starts from Windego, and doesn't seem to end. Why are people trying to kill you? Or rather, why the Godwoken?

 

 

Important NPCs

  • Gareth
  • Roost Anlon
  • Windego

 

 

A Rare Prey Objectives

  1. Encounter Windego and defeat her on the beach.
  2. Ask Gareth about the Godwoken.
  3. Kill Bishop Alexandar.
  4. Find a contract by the Lone Wolves that states they were paid to hunt down Godwoken.
  5. Confront Roost Anlon and kill him.

 

 

A Rare Prey Walkthrough

  1. Can be acquired by learning that Bishop Alexandar has a Godwoken in captive.
  2. After you escape Fort Joy, you can find Windego at the northern beach. Defeat her.
  3. In the Sanctuary of Amadia, speak with Gareth. You must have rescued Gareth during the Most Dangerous When Cornered quest first.
  4. At the Driftwood Tavern, Baran informs you that the Lone Wolves have been tasked with killing Godwokens. 
  5. When you find Roost, he will tell you that Alexandar is still alive and hiding on an island. Then he will ask you to turn over your fellow Godwokens. No matter what you say, a fight is inevitable. Defeat him.
  6. Loot Roost's body and you will find a parchment stating that the Divine Order is behind the contracts to kill Godwoken.

 Note: This quest closes in Act III, not II.

 

Rewards:

  • Killing Lord & Lady will award 10400XP each, for a total of 20,800XP.
  • Killing Roost and his Shadow bodyguards will award 20775XP, for a total of 62,325XP.

 

 

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 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

      04 Dec 2017 12:52  

      For anyone that wonders why this Quest does not complete in Act II - it will close in Act III - spoiler alert - when you kill The Sallow Man who is the man behind the Black Mirrors

      • Anonymous

        02 Dec 2017 19:42  

        yea...I killed Roost and all the Lone Wolves, talked to the ghosts out front, finished the Livewood Log's quest, and still; A Rare Prey remains open. I'm about to go to Act 3 and give up.

        • Anonymous

          23 Nov 2017 05:22  

          On Act 2 you in the inn you can cast spirit vision to talk with real Baran, he ask u for revenge, when you kill the fake Baran he have the "Mysterious Order" plus some legendary and unique items.

          • Anonymous

            27 Sep 2017 08:50  

            Use spirit vision in the camp (near front gate) after killing all the lone wolves and speak with spirits to gain some skills (optional, depends on conversation) and 20,000+ exp per spirit :)

            • Anonymous

              21 Sep 2017 22:59  

              Make sure to speak with Gareth before the fight with Alexander otherwise he will board the boat and you can't speak with him unless you leave the island.

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