Battle at the Gates

Location Arx
Suggested Level 18
Next Quest --
Previous Quest  

Battle at the Gates is a Quest in Divinity: Original Sin II. Short description goes here.



Important NPCs

  • Captain Ana Orell
  • Paladin Trefor
  • Paladin Geir
  • Paladin Vishlar


Battle at the Gates Objectives

  1. Assist the paladins to defeat the voidwoken



Battle at the Gates Walkthrough


When you reach the bridge to Arx, a lot of vampiric voidwoken appears. Defeat them and collect your reward from paladin captain Orell.

1 Voidwoken leader BloodFury (77,575 XP)

9 misc Voidwoken (Vampiric, Necro, etc)  worth 19,400 XP each

3 hurt/unarmed Paladins that give no experience and are scripted to die, but you can kill them by teleporting a Deathfog Barrel to them (38,800 XP each) before the script happens.

3 Paladins that give 38,800 XP each



Tips & Tricks

  • Before entering the fight, if you walk to the sliver of the path to the West, you'll see an injured magister.  Talk to him and continue on where you find a ladder to climb. Starting the fight at a higher position (where there are no voidwoken) gives you a height advantage.
  • Quest bugs easily, see comments below.
  • The 3 hurt Paladins are fighting 3 Voidwoken and have a script that occurs to kill them when you attack, get close, move them, etc. You cannot kill them for experience normally before the script occurs. BUT, if you teleport a Deathfog Barrel into their group you can kill all 3 before the script occurs, thus getting experience from the 3 hurt Paladins.


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  ♦  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

Tired of anon posting? Register!
    • Anonymous

      This battle was the reason i gave up on the game. It was too hard for me and i didn't know what else to do, because i wans't able to progress. Feels really sad

      • It's a bit Specific, but the 3 nameless paladins that are scripted to die on the first turn can actually be killed for 33k XP each, around 100k total.
        What I did was approach the fight from the west side and climb the ladder, then use a powerful source skill to kill all The voidvoken that surround the paladins. If done correctly it will immediately kill them without starting combat. Now you can attack the 3 Magisters. It's kind of specific but what worked for me was attacking the middle one, then when other paladins start looking for the murderer, jump into the fray to trigger combat.

        Link showcasing this.

        • Anonymous

          Apparently you get the tag Monster-slayer if you manage to save any of the paladins. Will need to test further. As far as I can tell, it mostly affects the paladins generic greetings with you.

          • Anonymous

            Just made this easy.

            Go to the top where it mentions. Have someone initiate combat from up top and get locked in battle. Have another party member stand as far away up top but use a spell that has a blast radius to injure. Kept attacking. Without entering combat until the new ones flew in. Then I just teleported them to the bottom and did it all over again

            • Anonymous

              Those ****ing paladin attacks the boss even one of their mate is chained up in shackles of pain. I ****ing hate them I try my very best to save them again and again. **** them they deserve no mercy.

              • Anonymous

                So, there is no loot if the paladins love or die. I could have wiped the voids with sourcery if I knew I did not need to keep those idiots alive.

                • Anonymous

                  Bugged on my current Tactician playthrough. The Captain won't open the main gate to let me in Arx after the battle. I re-tried the battle 8 times already. Never had this happened before.

                  • Anonymous

                    Like most battles in this 2nd game/version of DD, there are more enemies than your party of four, and unless you sneak around from behind on the east side, you're in a horrible starting position, and most of the Paladins are wiped out before you even get a turn. The AI paladins are like usual AI, complete idiots who cause more damage to your party by stupid moves than the Voids do, and they run into battle with death wishes, so don't worry about saving them, it doesn't give any more XP or bennies.

                    • Anonymous

                      If you kill the two low HP unnamed Paladins, before the fight itself starts, you'll gain roughly 72k bonus XP (the voidwoken will always kill them at the beginning anyways, so might as well do it yourself). Killing all three unnamed Paladins (the full HP one semmingly died instantly from any attack) did not grant me any XP however. Paladins did not seem to mind, they did not turn hostile during or after the fight.

                      • Anonymous

                        I´ve saved all three of the named Paladins and Ana Orell has spoken with me. No Problem at all. Maybe you haven´t killed the second necrowing on the left side? He appears after a few rounds (maybe 5+) but its for me atleast a new fight if i kill all other voidwokens before.

                        • Anonymous

                          It's bugged for me. It won't appear in my questbook. I killed all the voidwoken on the bridge, two paladins are left alive, went to the gates of the city, and Captain Ana Orell refuses to let me in. She says: "Back! BACK, citizen! This gate stays locked 'til those Voidwoken are DOWN!" and then, "Look, pal. Nobody's coming in or out of the city 'til we've taken care of the threat. If you want to hurry that up, I'd suggest you grab a weapon and help out..."

                        Load more
                        ⇈ ⇈