Heroes' Rest

Quest Giver
Location Stonegarden
Suggested Level 12
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Heroes' Rest is a Quest in Divinity: Original Sin II.



Important NPCs

  • --



Heroes' Rest Objectives

  1. Discover all of the valuables left behind by the one-time heroes of Driftwood.



Heroes' Rest Walkthrough


South to the Stonegarden Waypoint, there's four heroes' coffin, examine them you will learn the locations of their valuables. But if you examine all four of them, these heroes will rise as undead and attack you.

Travel to the marked locations and find the hero's equipment, this quest is complete. You will need fairly high wits to spot the buried treasure though. 17 is enough.

X: 651 Y:200
Garrick's Treasure

(X:731 Y:50)


(X:565 Y:461)

(X:458 Y:396)


Tips & Tricks

  • Kill them one at a time, due to the fact that they will resurrect into a more powerful form when you kill them each individually the first time
  • Vydia's Buried Valuables: X:729 Y:53 - Unique Helmet: Visha's Helm
  • Bromley's Buried Valuables: X:458 Y:394 - Unique Gloves: Justinia's Favour
  • Halla's Buried Valuables: X562 Y:458 - Unique Belt: Halla's Shiny Ribbon
  • Garrick's Buried Valuables: X: 651 Y:200 - Unique Boots: Flashing Footsteps



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  ♦  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

      No one mentioned this: all 4 pieces of gears are worthless garbage, low LV and don't have any worthy bonus.

      • Anonymous

        I started exploring Stonegarden only after I cleared out Blackpit external area, and my characters are all LV14. I squashed all of them, including initial form and empowered form, within one single turn. Level scaling is too exaggerated in this game.

        • Anonymous

          Easiest way to defeat them. get someone who can teleport onto the wooden platform, then you can teleport 1 or 2 of them INTO one of the crypts further away, they will be taken out of the fight immediately, so you could TP 2 away, and fight 2. Then when you are done with the 2, heal up and move towards the crypt to start the second part of the fight.

          • Anonymous

            The fight does start, however I have experienced a bug where Garrick died on his first turn and his stronger form appeared, but his old forms card didn't update and he wouldn't act, forcing me to reload.

            • Anonymous

              Yes i can confirm that in Definitive Edition and latest patch fight never spawns again. You will gain XP for discovering a places with treasures but its all you get.

              • Anonymous

                The fight never spawned for me. I checked all the tombstone and all the secrets appeared but the fight itself never happened. I already completed the quest technically so I doubt it'll spawn anymore, but did anyone else have this issue?

                • Anonymous

                  I read a book to get the locations of all the treasures. It was somewhere in Rykers house I believe. I didn't fight a single thing to get these. None of the loot was any good though. Level 15.

                  • Anonymous

                    The key for me, as alluded to by the most recent post, was to keep teleporting as many of the 4 as possible to the hill to the northwest - the easiest way to do that is to put your teleporters on the raised platform also in the northwest. Once teleported they will most often try to walk the long way around - only occasionally will they use skills that teleport themselves back. Try to keep one pinned down, kill its low-powered version, then keep pummleing its higher-powered version. Rinse and repeat.

                    • Anonymous

                      This is how I defeated them,

                      Towards south of the entrance, there is this sort of choke where theres a hill, before the gate. At that choke, you're going to want to throw a smoke grenade, but first, use oil skills to slow down the entrance of the gate towards where your party would be at, but DONT ignite it (not until you have both melee enemies resurrected to their second form.)

                      So first, save, then oil that pathway to you up, then trigger the fight using a range skill. Let their first person go, then create a smoke screen infront of you (not covering you) closer to the left of that hill choke. Their melees will be slowed, wasting AP and their ranged will be trying to reach you. You can use your usual tactic, or if you'd rather something easier, summon elementals on the oil paths blocking the entrance to the gate. Destroy the melee's one at a time, then proceed to fish out the other two ranged enemies.

                      Teleport is your friend. gl

                      • For those tactician players, here is a "secret" about these "Magical" chest. If you play tactician mode we have all been in that place where we wish we had a create or chest with mega high HP to block off an entrance, ladder access, or few to block a path off from enemies from a certain part of the "battle field".

                        Well here they are, 4 of them that weigh less than 5 lbs each... These chest if you highlight them do not show any HPs and if you pick them up are either 3 or 5 lbs. So I picked them up, and used them in a fight to corner my caster in preventing most melee access to them, hahahaha, She could still see everything just fine, can be hit with spells but protected from nasty little scoundrels! Bahahaha. Like I said they are magic chest :)

                        • Anonymous

                          for bromley's treasure which I found, there is an area next to it with 3 floor switches that don't appear to do anything? has anyone solved this part?

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