Corbin Day
Location Reaper's Coast
Suggested Level 14-16
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Press-ganged is a Quest in Divinity: Original Sin II. Short description goes here.



Important NPCs



Press-ganged Objectives

  1. Kill the Lone wolves and invite Corbin Day to Lady Vengeance.



Press-ganged Walkthrough


You met a fletcher called Corbin Day in the encampment of the Lone Wolves. He was forced by Roost Anlon to come and work for them.

After you killed the lone wolves. Talk to Corbin and invite him to Lady Vengeance.



  • No XP rewarded upon completion, but Corbin Day will serve as your fletcher on board the Lady Vengeance.


Tips & Tricks

  • Unlock the quest by talking to Corbin Day before fighting Roost and tell him he doesn't look like a lone wolf.



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  ♦  No Way Out  ♦  Nothing But Child's Play  ♦  Old Flames  ♦  Old means Gold  ♦  On the Ropes  ♦  Opposites Attract  ♦  Past Mistakes  ♦  Popularity Contest  ♦  Powerful Awakening  ♦  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

      After killing all lone wolves and closing the quest by talking to Corbin, I got 10K exp, the "Rewards" section of this article may be outdated

      • Anonymous

        Corbin is delusional. I invited him to the Lady Vengeance, and he accepted. He THINKS he's on board the vengeance, but he never left the saw mill. I was forced to set sail without him, sadly. Prior to engaging any of the lone wolf, I walked across the bridge, flashed the lone wold medallion, and proceeded to browse around the camp. I talked to Corbin to unlock the quest. Then I went upstairs & killed Roost. Before untying Sehilla, I went back down and killed everyone else in the camp except Corbin. After that I told Corbin he was free and invited him to join me on my ship, which he happily agreed to. ...except he never moved, unlike Almira. Reminder: be sure to use Spirit Vision all over camp.

        • Anonymous

          I invited him to join the ship and he agreed, later when it was time to set sail for the next act I noticed he wasn't on board yet so I went back to the lumbermill and spoke to him there and the dialogue acted like he was aboard the lady vengeance even though he wasn't and upon sailing for the next act he did not come.

          • Anonymous

            Yo! you have to also kill the ones inside the old Sawmill. North-East of the camp... You have to zoom in to see it. There is another quest for Sebille and for the elves at the south.

            • Anonymous

              How many Lone Wolves I have to kill? I think I finished them all but Flecher don't want to talk with me. "there is something wrong at the camp" he says.

              • Anonymous

                I killed the Lone Wolves around the mill and the Fletcher won't talk to me. Only says something like "not now. There's something wrong at the mill" and dialog ends. Same for every party member I try to engage him with.

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