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Dark Dealings in the Blackpits

[PIC]
Paladin Thom
Location Reaper's Coast
Suggested Level 15
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Dark Dealings in the Blackpits is a Quest in Divinity: Original Sin II. Paladin Thom asks you to investigate the dark dealings in the Blackpits. What will you find?

 

 

Important NPCs

  • Paladin Thom
  • Aetheran Eternal

 

 

Dark Dealings in the Blackpits Objectives

 

  1. Visit Paladin Thom and ask how you can help.
  2. Investigate the Blackpits region to find out the White Magisters' motives.
  3. Encounter a White Magister, Jonathan (optional).
  4. Approach the docks.
  5. Save the Black Ring prisoners from being executed by the Magisters (optional).
  6. Find evidence of what the White Magisters have been doing in the excavation site.
  7. Dispatch a war owl to the Paladins.
  8. Help the Paladins survive the ambush.
  9. Speak to Paladin Thom and receive your reward.

 

Dark Dealings in the Blackpits Walkthrough

At the Paladin Bridgehead Waypoint, Paladin Thom Hardwin will ask you to investigate the white magisters in the Blackpits.

Travel to the Blackpits and past the wooden structure where the "On the Ropes" quest is located. Approach the harbor, and you will see 2 shriekers. You can either use the purge wand to get rid of them, or use source vampirism, which is learnt in the Powerful Awakening quest. Be careful not to approach from the front; teleporting behind them and then sneaking close to use the skill on them works well. Alternatively, you can also run around the back door and teleport each Black Ring prisoner to safety, then engage the magisters in combat.

In any case, enter the harbor and you will see that Reimond and some other magisters are in the harbor, planning to finish off the Black Ring members. When spoken, they will initiate combat, so be prepared. Reimond will also try to flee when low on health. Kill them all; Reimond and Vorrh will grant 40,125XP each, the two silent watchers will grant 20,775XP each, and the two source hounds will grant 2700XP each. Killing Vorrh will also release the Black Ring members during the fight, who will help your party. Once the fight concludes, you will gain yet another 26,200XP (20,775XP if on XP rescaled patch). The grand total of XP earned is therefore 153,400XP (147,975XP on XP rescaled patch).

After the magisters have been defeated, you can loot the place and read the notes and letters to learn what happened here. You can also use Spirit Vision and talk to the spirits, or let an elf eat the corpses. Most of all, if the Black Ring prisoners survived, you can talk to them for a litle information. Nikor, one of the Black Ring survivors (if he survived), will vouch for you when you reach one of the Black Ring encampments later on in Act III, the Nameless Isle. On the other side of harbor, you may find quarter mistress Anna guarding the entrance to Blackpit mine. Defeat her.

That mine is filled with lots of explosive and oil traps. You can use crates to block the oil traps and/or disarm them with trap disarming kits. You can also fly, leap, teleport, or use teleporter pyramids to safely get through. When you enter the deeper part of the cave, you will find yet another shrieker guarding the waypoint. Same thing as before, use Source Vampirism to destroy it. There is also a corpse on a broken ledge nearby - you can teleport/leap/fly to that ledge and then teleport yet again to the other ledge and bypass the shrieker.

Moving forward, you will see some Voidwoken creatures fighting magisters at the excavation site. Defeat the Voidwokens, then you can pass a speech check to persuade the magisters (if any of them are left) that you are simply passing by. If not, you will have to kill the magisters as well. From one of the magister bodies, you will also find a key to a room nearby, where there is a hidden wall door. With enough wits skill, you should be able to discover it and open it. There is also a strange device nearby that will eat 1 source point in return for teaching you the recipe to make a shapeshifter mask.

In any case, leave the excavation site and enter the workshop, where you will find a group of magisters. You need to defeat them and destroy the crumbling gate (use fire skills on the oil barrels - this will also provoke the magisters to attack if you passed the speech check to make them non-hostile earlier) to open the path to Ancient Temple. Interact with the device in Ancient Temple to acquire more information.

In the heart of Ancient Temple there is a puzzle, where you need to activate the shrines of the seven gods in the correct order. 

The riddles are:

"Our first lord babes with power glowed, our second's born in blood that flowed. Our third's young to the wind returned, our fourth's to glowing flames adjourn. Our fifth lord's cubs with minds were blessed, our sixth's had brawn beyond the rest. Our seventh's brood spread from earth to glen, and thus no king shall rise again."

The key to the puzzle is located within a journal on a corpse in the Ancient Temple chamber. It will say on the second page that each god is a representation of an element or power. In any case, simply activate the statues in the correct order: Amadia, Tir, Duna, Zorl, Xantessa, Vrogir, and finally Rhalic, and you will be able to move to the ancient sarcophagus.

Interact with the sarcophagus and an Eternal will appear. You can talk with her or watch the interesting conversation with your god and the Eternal. Ultimately, you will need to defeat the Eternal and her eternal stalkers. The Eternal will grant 31,150XP, while the eternal stalkers are worth 5200XP each. When they're all a crumpled pile of dirt in the ground, loot the place and leave.

Now, use the war owl whistle and send word to Paladin Thom. You will gain an easy 18,700XP (7500XP on XP rescaled patch).

After you return to the Paladin Checkpoint, you will find them ambushed by a bunch of Shadowcloaks. Kill them all. You will receive 14,450XP per Shadowcloak Spellweaver (there are 2), and 7225XP for each of the rest of the Shadowcloaks (there are 4). This adds up to a total of 57,800XP.

You will also find the sentries, Paladin Nesta, Paladin Johnne, and Paladin Lora dead, unfortunately. It appears the Shadowcloaks killed them. Regardless, speak to Paladin Thom and you will rewarded with 11,225XP and some gold. The quest is now officially complete.

 

 

 

Rewards:

  • 153,400XP total for killing Reimond, Vorrh, 2 Silent Monks, and 2 Source hounds in the harbor fight.
  • 18,700 Exploration XP upon entering the temple of the Eternals past the crumbling wall.
  • 31,150XP for killing the Eternal. Her stalkers are worth 5200XP each.
  • Sending word to Paladin Thom with a war owl will net you 18,700XP.
  • 57,800XP total for killing all 6 Shadowcloaks in the ambush.
  • 11,225XP and some gold upon completion of the quest.



    • Anonymous

      24 Nov 2018 01:19  

      So regarding the captives in the warehouse: I play two lone wolfs, one two hander, one dual-dagger. Entered the fight hasted and enraged on my 2H guy. Shredded the magisters armor before he could shackle the prisoners and knocked him down. Disarmed Reimond with my dagger guy. The prisoners took a bit of a beating from the rest of the enemies, but that was fine. Killed the white magister on the second turn and sent Reimond running away. The prisoners were freed and buffed themselves, which made them tanky enough. After that I simply picked off all the enemies including Reimond. So in short, the most important thing is disabling the white magisters ability to cast shackles until he dies. Additionally disabling Reimond makes it considerably easier as he deals a lot of damage to the prisoners otherwise. As long as you can control those two it's very possible to save the captives without some sort of teleport cheese. Then again, lone wolfs are OP as balls.

      • Anonymous

        08 Nov 2018 06:20  

        You also get 3750 exp for reading the "Scrawled Instructions" in the corner of the room near Nikor on the desk.

        • Anonymous

          02 Nov 2018 22:28  

          Every time I attempt Vorrh uses Mass shackles and I end up killing the black rings. Don’t know what to do lol.

          • Anonymous

            21 Oct 2018 18:21  

            As far as I could discern, only Nikor is relevant to your quests. Here's an easy way to save him, but you'll need Cryogenic Stasis, as this removes Shackles of Pain. Move in the doorway of the backdoor and Teleport down to the docks, so that the dogs won't eat him during the fight. Engage the conversation with ythe magisters with someone other than your guy who knows Cryogenic Stasis. Mid-convo, switch to that guy and now cast Cryog. Statis on Nikor. Switch back to your convo guy and engage the fight. Ofc you can do this midfight too depending on the Initiative of your team and theirs, but seeing as my Cryo guy was last in queue and I was really low level for this fight, this was the best option for me. I also had Cryo up fairly soon during the fight because of this, allowing me to Unshackle one of my teammates too. Healing Ritual also really helps on this fight, it accidentally saved one of the other guys for me.

            • Anonymous

              24 Sep 2018 07:05  

              At the docks, Reimomd and Vorhh killed all the black ring members then Reimonds *****ass ran off in the ship.

              • Anonymous

                09 Sep 2018 17:05  

                Get your main character to start the conversation with Reimond and Vorhh. Teleport all Black Ring to the dock. Then, with our other characters, teleport both magisters all the way to the Blackpit Mine entrance. They’ll all still be locked in conversation. Then, go back to the room with your main character and end the conversation to start a fight with the hounds and watchers, but without the magisters (lock the door to delay the watcher near the docks). After that easy fight, you can go back to the mine entrance to face the magisters alone. The only thing you need to be wary of is the Shackles of Pain being cast, otherwise it’s a relatively easy fight.

                • Anonymous

                  25 Aug 2018 03:48  

                  on the docks go around the back and kill the one guy there. he won't fight back or agro the others so after killing him, go thru the door and start the encounter. It doesn't take much for Reimond to run for the boat like a b*tch so this is the best way to prevent his escape. he has some good loot so stun/freeze/teleport him. Cryo Stasis on the only Black Ring guy that matters after the other guy shackles them all.

                  • Anonymous

                    09 Jun 2018 17:02  

                    use source vampirism, which is learnt in the Powerful Awakening quest. Be careful not to approach from the front; teleporting behind them. Really does not work.

                    • Anonymous

                      01 Jun 2018 03:27  

                      Sometimes when killing Reimond he goes into a long tirade saying something like "This isn't over!" and a bunch of other stuff. Other times he just falls dead.

                      • Anonymous

                        01 Jun 2018 03:11  

                        You don't need to loot the mine to complete this. Once you defeat Vorrh and Reimond and free the Black Ring guys, just use the war owl whistle and return to the Paladin Checkpoint.

                        • Anonymous

                          01 Jun 2018 02:09  

                          Adym Eastwin is also killed at the paladin bridgehead. He was instantly killed just before the fight started and I approached with my party.

                          • Anonymous

                            31 May 2018 06:51  

                            The Silent Watcher at the front of the building can be teleported away and murdered. He won't even begin to fight you. However, trying the same with the source hound will begin the huge fight.

                            • Anonymous

                              30 May 2018 11:29  

                              The journal entry "Two White magisters mentioned how members of the Black Ring were being used..." is totally bogus. There are no "two white magisters", before or after the Gwydian Rince / Jonathan fight. There is only an axeman at the camp near the docks building, and he joins the fight when you engage Jonathan.

                              • Anonymous

                                17 Apr 2018 19:25  

                                to handle the prisoners: it's actually fairly easy to do if you use the conversation lock teleport.
                                1. Teleport Vorrh all the way down to the broken boat outside. turtle will keep him company
                                2. Start the fight normally, Vorrh won't aggro because he is too far away.
                                3. finish the fight.
                                4 leave someone with shackles of pain with the prisoners and walk down to vorrh.
                                4. walk down to Vorrh, as soon as he sees you he will initiate combat and shackle them. use your own character you left with the prisoners to remove vorrhs shackles on them.
                                5. kill vorrh.
                                6. talk to the prisoners

                                • Anonymous

                                  15 Apr 2018 11:51  

                                  To save all the prisoners
                                  while one of your chars in dialogue have other 3 kill off the 2x hounds and 2x silent idiots.
                                  still teleport the black ring prisoners outside, put the two oil barrels nearby Vorth, explode them near him while still in dialogue because most other attacks wont reduce his health
                                  have a character with "set silenced" spell like "vacuum touch" from airbased spells right next to Vorth, better have that char immune to fire and have high initiative to take action before Vorth
                                  have that char hit Vorth with set silenced effect spell and he wont be able to use MSOP in his first attack, your other 3 chars should attack him and kill him off before he gets to have a 2nd round
                                  it would be best if you start the fight after lvl 14 to increase chances of success

                                  • Anonymous

                                    20 Mar 2018 04:57  

                                    So, I teleported the hostages to safety, won the fight with the dialogue-lock technique, but the hostages still miraculously died outside, untouched. I guse cheaters never prosper. OR those mf's were never supposed to live?

                                    • Anonymous

                                      19 Mar 2018 06:46  

                                      You can kill the 2 dog + 2 guard during the dialogue with your other 3 people (bit cheesy tho) during the real fight you can shackle on the prisonner to overwrite the magister one (i had 2 necro so i saved 2 of them)

                                      • Anonymous

                                        11 Mar 2018 04:56  

                                        Anyone have a bug where you can't see and or target the damn Shriekers at the docks or the one down in the mines? I can't destroy them because I cannot see or target them :(

                                        • Anonymous

                                          03 Mar 2018 23:03  

                                          They have since fixed it so that you can't teleport the black ring prisoners away to safety. There is no range on the magisters shackles of pain ability. Put them on the dock next to the boat and teleported him outside the other entrance of the house and it still won't break it

                                          • Anonymous

                                            04 Feb 2018 03:26  

                                            I was staging block stairs and ladders, removing the oil barrels so it wouldn't harm the Black rings, when I accidentally dropped a barrel on a hound, since the Magisters were talking with one of my characters they didn't turn hostile, so I killed all monks and hounds and when my other character was done talking I didn't have to worry about the lack rings.

                                            Pro-tip: kill the black rings yourself, idk if in battle they will give xp, but the info they share isn't that important

                                            • Anonymous

                                              29 Jan 2018 21:05  

                                              am I the only one who didn't think to bother saving the prisoners but barricaded the docks so the magister couldn't get on the boat and do god knows what other than deprive me of his loot and xp? and even then a watcher broke the packages after 2 turns. Bring some method of immobilization. Spider legs are wonderful.

                                              • Anonymous

                                                31 Dec 2017 23:24  

                                                Rather than teleporting the prisoners, alternatively you could teleport the two white magisters away and gang up on them before moving in to rescue the prisoners.

                                                Make sure to teleport them, especially Vorrh, far away from the warehouse so he won't hit the prisoners with shackle of pain. The location near the talking turtle would be ideal .
                                                (they are both talking so the fight won't be triggered immediately by teleporting them) .

                                                • Anonymous

                                                  11 Dec 2017 08:15  

                                                  If Vorrh is charmed during his first acting turn he will fire the MSOP spell but it will fizzle. I recommend magical nade/arrow followed by charm nade/arrow on your highest WIT character.

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