No Way Out

Owin Anchoret
Location Blackpits
Suggested Level 14+
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No Way Out is a Quest in Divinity: Original Sin II. Short description goes here.



Important NPCs



No Way Out Objectives

  1. Help the magisters flush out Owin or help Owin get rid of magisters


No Way Out Walkthrough

 Some Magisters are using bombs to try and flush out a man (Owin) from his house (X:644 Y:142) in the Blackpits. They claim he is a Sourcerer who has killed one of their comrades.

You can persuade magisters that you can handle the situation. The man can be found in a cellar, persuade him to come out and face the magisters. (Armed or unarmed)

This quest can end up "unresolved" if not handled in a particular way, resulting in Owin never leaving his cellar and the Magisters not leaving the scene either. The quest entry will not be marked as closed either. The following are two paths you can take that do properly resolve the quest. There is also a third "alternate" path you can take that allows you to help Owin without turning all the Magisters in Blackpits hostile. This third path can also help if you find yourself in one of the "unresolved" states that the quest can leave you in if you did not follow Path 1 or Path 2.

Path 1: Helping Owin. Note that this method results in fighting the Magisters, and will cause the rest of the Magisters in Blackpits to also become hostile, locking you out of dialogue.

  • Convince the Magisters you can handle the situation. (7,500XP)
  • Go into the cellar and convince Owin to leave the cellar armed or unarmed.
  • Return to the Magisters and side with Owin.
  • Kill the Magisters. (11,225XP or 7,500XP per Magister killed)
  • Talk to Owin. (7,500XP) or "cut Owin's hand", after taking the sword, because you were "just curious". (11,225xp)

 Path 2: Helping the Magisters.

  • Convince the Magisters you can handle the situation. (7,500XP)
  • Go into the cellar and convince Owin to leave the cellar armed or unarmed.
  • Return to the Magisters and side with the Magisters or "leave them to it".
  • Talk with the Magisters. (11,225XP)

Alternate Path: Helping Owin without turning all Magisters in Blackpits hostile.

  • Convince the Magisters you can handle the situation. (7,500XP)
  • Go into the cellar and convince Owin to hand over the sword and leave in when it's safe (either option will work) [scholar].
  • Report back to the Magisters, though they will not leave.
  • Use pickpocketing to steal an item from one of the Magisters.
  • Allow yourself to be caught and allow the search. The Magisters will become hostile and attack you.
  • Kill the Magisters. (11,225XP or 7,500XP per Magister killed)
  • Talk to Owin. (7,500XP)

Tips & Tricks

  • Fighting the Magisters outside Owin's home will result in all Magisters in Blackpits becoming hostile and you will not be able to participate in any dialogue with them. Use the Alternate Path listed in the walkthrough section to avoid this.
  • The Magisters from Blackpits will only be hostile to character the Magister leader spoken when Owin leaves the cellar. Meaning you can leave the affected companion unchained and roam around talking to the other magisters. Provided you don't prompt fights with the affected companion. 



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  ♦  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  ♦  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

      12 Oct 2021 21:59  

      Return to the Magisters and side with Owin.
      Kill the Magisters. (11,225XP or 7,500XP per Magister killed)
      Talk to Owin. (7,500XP) or "cut Owin's hand", after taking the sword, because you were "just curious". (11,225xp)

      Is this out of the order? After I convinced the magisters, talked with Owin and then killed the magisters in Definitive Edition there wasn't an option to cut his hand.

      • Anonymous

        28 Jul 2021 21:18  

        Im playing DE. I engaged the gate guards first, killing them all, including the patrolling guard, who will join mid fight (or you can intentionally wait). After that, I can do this quest and side with Owin without making all the magisters (far inside) hostile. Hope it helps.

        • Anonymous

          27 Jul 2021 22:01  

          Playing DE. That patrolling magister archer can be chain-teleported to the entrance of Blackpit area and won't aggro other magisters. The 3 magister gatekeepers to the south can be easily put down and won't aggro those fire setters either.

          Deal with them first, then approach the house. You can then do whatever you want without consequences.

          • Anonymous

            02 Jul 2021 05:33  

            Talk to Owin. (7,500XP) or "cut Owin's hand", after taking the sword, because you were "just curious". (11,225xp)
            -I just realized that this line refers to the magister's saying "armed on unarmed" and I chuckled louder than i should lol

            • Anonymous

              13 Jun 2021 20:17  

              Playing DE, the Alternate Path worked for me but not quite as described. As soon as I left the cellar with Owin’s sword, the Magister Inquisitor asked if I failed. The first 2 conversation options did nothing and option 3 (“Ignore him. Keep walking.”) triggered the fight. The Magister Patroller had been walking towards us and so quickly joined the fight. As has been mentioned, once the Patroller turns hostile then the guards at the gate do so as well. I killed the 3 magisters in front of the house and then killed the Patroller. As soon as the Patroller died everyone else stopped being hostile and let me through the gate like if nothing had happened.

              Here’s where it gets complicated. The Patroller stopped inside a smoke cloud, and that’s where he died. So either using the Alternate Path and killing the Patroller near the house makes every other magister no longer hostile, or having a big ass smoke cloud blocking line of sight for the gate guards made every other magister no longer hostile once the fight ended.

              • Anonymous

                11 Jun 2021 20:04  

                Looks like, in DE, if the patrolling guard enters the combat area the magisters at the gate will become hostile, so you probably need to freeze the patroller in a conversation.

                • Anonymous

                  27 Feb 2021 02:40  

                  Confirmed Alternate path will work. Had one of my party members talk to the patrolling guard far away, used the other three to attack (didn’t have to do the stealing bs just attacked). All will pop up red at first but when you’re done they will not be hostile.

                  • Anonymous

                    21 Dec 2020 03:15  

                    Cannot get the alternate path to work, no matter how far the patrol is from the gate all magisters becomes hostile.

                    • Anonymous

                      09 Nov 2020 18:54  

                      Confirmed that DE you can agro the magisters outside Owin's house without making the rest of black pit magister's hostile as long as the one that patrols is not near the gate. The people who are agroing both the gate and this group are engaging when the patrolling markswoman is close enough to the gate to alert the others.

                      • Anonymous

                        23 Sep 2020 17:19  

                        You must kill the patrolling Magister if you want to save Owin properly. After the quest Owin loiters about his burning home lamenting and eventually that magister doing rounds bumps into him and will turn hostile and kill Owin for sure if you took his sword off him. You'd think that after saving his ass he'd be smart enough to run, but no.

                        • Anonymous

                          30 Aug 2020 17:43  

                          if you kill magisters before talking to him you get no bonus xp for completing this quest.

                          confirm this plz

                          • Anonymous

                            21 May 2020 16:09  

                            I'm on the most recent version of DE (check today's date) and I killed the corrupt magisters trying to smoke Owin out (after speaking to them and Owin and helping Owin). No one else is hostile toward me. My battle did not wander close to the gate either.

                            • Anonymous

                              01 Feb 2020 09:18  

                              Alternate Method: The cliff @ the cemetery (where you philosophize and match wits with the undead know-it-all) just so happens to overlook the burning house and the magisters are all within spell distance. I teleported each of them up one by one and slaughtered them 4 on 1. You know... With honor. You can then proceed with the "kill magisters method" in the blackpits at your leisure, and the remaining magisters will be none-the-wiser and happy to chat - before you shove an oil barrel up each of their tailpipes.

                              • Anonymous

                                12 Jan 2020 02:19  

                                If you kill all the magisters, go inside and talk to Owin (it's not owen), tell him he's free to go, then go outside again and talk to him the quest will be resolved and the XP earned.

                                • Anonymous

                                  29 Aug 2019 17:59  

                                  why the hell would i waste all of this effort just to beable to speak with bloody magisters? i killed every magister in this game without even speaking to a single one of them! doing quests for magisters? HAHAHAHAHAHHAHAHAHA i can't bear to be within 10 meters from these without instantly killing them then face ripping their corpse and purging their souls

                                  • Anonymous

                                    05 Aug 2019 15:17  

                                    Convince the Magisters, Go into the spot with the guy, come out, unchain one of your characters and talk with the patrol around the gate area, as far from the magisters, kill them, no aggro. And to finish the quest just go into the cellar and tell him that magisters outside are dead, let him come out, talk with him, and the quest ends.

                                    • Anonymous

                                      29 Jan 2019 17:32  

                                      LOL. In my case it was the best alternative path: I've convinced magisters, then owen. Then I climb the ladder the magisters addres random char in my party (Lohse, I was Fane) that didn't have sword on them, so they've attacked anyway. Killed them, the gate keepers remained neutral (though they were red right at the beginning of the fight). Maybe because I've talked to them first. So in the end: alternative path with no tricks involved in fighting magisters and not turning anyone else hostile!

                                      • Anonymous

                                        11 Nov 2018 10:09  

                                        Well I killed all magister on site in blackpitts including the ones firebombing the house, went in basement told him he could leave then blocked his path asked for sword then cut him with it and he died and got 11xp

                                        • Anonymous

                                          30 Sep 2018 01:07  

                                          Convince the Magisters you can handle the situation. (7,500XP) Kill all the magister includes patrol (11,225XP or 7,500XP per Magister killed) Go to the cellar and ask him to come out then talk to him (7,500XP) Done. No hostile magister after that.

                                          • Anonymous

                                            22 Sep 2018 02:47  

                                            I tell Owen to wait, then i kill the Magisters outside, then Owen come outside ask who murder them? i tell him i did, then Owen turn hostile killed him, got 11k exp which path is this?? hahahah

                                            • 31 Aug 2018 19:11  

                                              Unchain one of your party and stay on the bridge, when the patroller come to the bridge, talk to her untill you start the fight with the magister on the Owen house. The magister on the gate wont be a hostile. Have fun

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