Running like Clockwork

Knight of Xantezza
Knight of Xantezza
Location Nameless Isle
Suggested Level 16+
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Running like Clockwork is a Quest in Divinity: Original Sin II. Speaking to an Imp Ghost, you discover there is a gem lying somewhere that may hold secrets. Will you be able to unlock them?



Important NPCs



Running like Clockwork Objectives

  1. Speak to the Imp Ghost.
  2. Find the Imp Gem.
  3. Pass the test and be teleported into the Pocket Plane of Xantezza.
  4. Make your way to the core and deactivate it in 1 combat turn.



Running like Clockwork Walkthrough

Use Spirit Vision and speak with the imp ghost named "Knight of Xantezza" by the empty altar of Xantezza and ask what's wrong. You'll learn that an Imp Gem was stolen by the Black Ring.

Go to an area at the south-eastern section of the map, at around co-ordinates X:275, Y:824. This area is very close to the Lunar Gate Waypoint, just slightly westwards of it on the map. You will come to a talking ruby and two wolves as depicted by the picture below. Defeat the two wolves for 13950XP each. Alternatively, you can speak to them and pass a speech check to make them stand down, but you will receive no XP whatsoever for doing so. Alternatively, if you killed the men who previously had the gem you can tell the dogs to go eat them for experience and no combat. (if you want to give them a body part, make SURE it's a normal body part. If you give them a quest body part like Alexandar's Head or Shadow Prince's heart then you may not finish some other quests.)

Now talk to the ruby. For the first question, none of the answers will matter much. But for the next question, where the gem will ask you how many eyes there are, if you answer wrongly, it will turn into an inert state. However, if you answer with [MYSTIC], [NOBLE], [SCHOLAR] or [OUTLAW] tagged answers (and possibly other tagged answers), it will gulp and teleport you to Xantezza's pocket plane. It is imperative you reach the pocket plane, or else you will miss out on a lot of rewards.

Upon reaching the pocket plane, you will immediately receive 30,100 Exploration XP and 20,075XP. You will be continually slowed in this place, and to open the first door, you must press the 4 pressure plates as shown in the picture below. There are heavy metal crates that you can use to help you press all 4 pressure plates without the use of any party members, but you will need some strength to move them. Alternatively, you can also use teleport to teleport the crates around. Once the door is open, proceed.

This section section is a little more tricky. Pressing the pressure plates in this area will unleash fire from the pipes, so do not press them. You can disarm the traps here, or just navigate around them. If you look past the gas traps, you can see a little wheel valve that reads "Emergency Flush Protocol". If you interact with it, it will immediately flush the entire area with lava and deathfog, which can be fatal for both undead (lava) and non-undead (deathfog) parties. Instead, simply use teleportation/leaping/flying skills or lockpick the door near the Emergency Flush Protocol valve to reach the "Hyperdrive Protocol" valve (co-ordinates: X:154, Y:538) - this will replace slow with haste for the entire party.

Now you have a myraid of choices, but basically, the goal here is to reach the core (at co-ordinates X:116, Y:462) without dying because you only have 1 combat turn to do so before it spots you and unleashes a scripted deathfog that immediately kills the entire map, undead or not. Warning you do not have one turn, it kills you on ITS first turn. Attempting to bring another person into range while the conversation will prompt the fight to start immediately, and they will get put to the end of the turn by default.

Cheese solution follows:
Rather than going through the gates (either X133,Y499 or X133,Y475) and engaging dialogue with the Core, which will almost certainly result in a TPK, what you can do instead is: hit the Hyperdrive Protocol valve (X154,Y541) to remove your Slowed status, return to where you entered the Pocket Plane (X166,Y441; you'll probably need to use a leap/teleport skill to get past the closed gate at X169,Y474 and step on the switch in the main room to drop the gate), then teleport each of your party members to the pipe (just west-south-west of the original spawn point, seen in the screenshot below), then run along the pipes until you get near the Core. Then, teleport (or Phoenix Dive, or Tactical Retreat, or whatever) a member onto the section where the Core is. This will initiate the scripted dialogue with the Core. Choose to "Reach for the great ball of light", and then when combat starts, just run up to it and activate it.

If you have a lot of movement speed, you can also tackle it head on by opening the sole non-locked door in the area. warning whether sneaking or not, it notices you very shortly after passing through the doorway. With haste and 5 movement speed i was still unable to make it to the core before dying.

Ultimately though, the easiest option is to simply use the locked door closest to the core, provided you have the thievery level required [EDIT This door is not pickable anymore]. A character with haste and 5AP should have no real issues reaching the core this way. Easiest is the "cheese" or intentional option (based on the info you get off the goblins bodies) to run along the pipes and get there.

In any case, interact with the core before your turn is over, and it will be safely deactivated. You will receive 20,075XP upon entering the room with the core, and another 20,075XP and a choice of legendary-quality loot upon deactivating it and completing the quest.

There is also an altar in this room, the Altar of Xantezza. Interacting with this altar presents you with a choice -- either renounce your god, or reaffirm your allegiance. Either way, you get some decent XP (20k around level 16). [META: if you know what the consequences are of one choice versus the other, please edit this article]


  • 13,950XP for each wolf killed, for a total of 27,900XP for both wolves (optional).
  • 20,075XP upon entering the Pocket Plane.
  • 30,100 Exploration XP upon entering the Pocket Plane.
  • 20,075XP upon entering the room with the core.
  • 20,075XP and a choice of legendary-quality loot upon completion of the quest.




Tips & Tricks

  • The first 4 plates can be pressed with reinforced crates laying around.
  • Gas traps can be covered by lab equipment and stools, or simply disarmed.
  • At the entrance (waypoint shrine), look for the pipes. It can be very helpful to leave one NPC along with a teleporter pyramid permanently detached from the party on those pipes for a quick emergency escape. If you let the core explode, you forfeit the rewards though.
  • You can use teleport/flying/leaping skills from the pipes to move one character directly into the core chamber and much closer to the core itself. This makes it very easy to shut it down.


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  ♦  Press-ganged  ♦  Proving Ground  ♦  Red Ink in the Ledger  ♦  Redemption  ♦  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

      06 Oct 2021 10:37  

      "With haste and 5 movement speed i was still unable to make it to the core before dying."
      And I'm honestly stunned, sorry how bad are you at the game ? Just use 1 mobility skill and you are there, in front of the core its not that hard. I was so confused reading this guide because i thought there was more to the area, but no that was all there is to the quest and the guy who wrote the guide is just, a bit dank i guess ?

      • Anonymous

        16 Sep 2021 17:15  

        Why is there such a complicated guide here? Right when you spawn teleport to the small path to the left and then teleport to the core, no struggle.

        I wish there was more to it I really enjoyed this little world

        • Anonymous

          19 Aug 2021 13:02  

          I don't know why this guide described it as a mission impossible. I successfully reached the core in my first playthrough -- even before I learned that it will release Deathfog if you don't get there in time.

          The stage design is so obvious that I don't believe anyone would not see the association of haste switch and the time race. Just activate switch first, then have your Scoundrel character lead the way. Cast Clock and Dagger on the top of stairs then move to the core normally. You still get a lot of AP left if you have Glass Cannon or at least Adrenaline.

          And if you don't have any assassins in the team, unchain your Aero mage and stay behind at the poison trap area; when combat starts, switch to the mage and cast teleport on your leading character. This will move your leading character just next to the core.

          • Anonymous

            26 Jul 2021 23:42  

            Not sure why so much fuzz about this location. On my 1st playthrough I didn't even know about hyper protocol. When entered the final room, picked an obvious dialog option - reach the core - used haste to get rid of slow and it took me about 3AP to deactivate it.

            • Anonymous

              06 Jun 2021 19:35  

              I don't know why is this supposed to be complicated. with moving a few boxes around and 5 thievery you reach the hyperdrive valve, activate it, run to the last gate, blink once as far as you can and dialogue starts, dialogue ends, blink twice and you're on the orb, click, done.

              • Anonymous

                13 Apr 2021 22:40  

                The guide here is being so unhelpful and waste of time. Just grab your rouge and it cost you like 3 ap to reach the core. I saved you 10 mins reading the unhelful guide written by a bunch of conflicting editors (who probably did not know existence of the haste valve, walking in the room slowed, and claiming it takes many turns to reach the core)

                • Anonymous

                  03 Jan 2021 21:21  

                  I didn't have to renounce my god. After deactivating the core (via the pipes run), I used the altar. Xantessa appeared, said simply "Moon." I accepted the answer immediately without question (option 1), she saluted me and walked off.

                  • Anonymous

                    10 Dec 2020 21:15  

                    If you go back from the starting point and follow the pipe, you should be able to reach an area where you can easily teleport one of the characters to reach the core.

                    • Anonymous

                      23 Nov 2020 13:52  

                      Just teleport one of your character near the core just before you enter the gate to the core. It will initiate combat but the teleported character is already close enough to deactivate it.

                      • Anonymous

                        15 Oct 2020 12:02  

                        How do we let the player know that this part is just there to waste their time? How about we just have them do it in slow motion? Perfect!

                        • Anonymous

                          09 Oct 2020 04:53  

                          I did not read the guide and still made it on first try...just jump to the core when it detects you jump again and deactivate....childsplay...and if you have fane with vulture armor he is immune to deathfog (undead) and lava(float)

                          • Anonymous

                            29 Sep 2020 22:19  

                   here is how you can save your party from the emergency flush pipe in honour mode

                            • Anonymous

                              25 Aug 2020 19:17  

                              I don't think it's "cheese" that paying attention and following the pipes around (as the imp handbook kind of hints at you) lets you totally skip a rather annoying and unfun puzzle... in the *prime temple* of the *goddess of mischief*.

                              Like, geez. Doing an end run around the alleged problem statement is the entire point of being an imp.

                              • Anonymous

                                06 Aug 2020 17:17  

                                If you need a rogue/archer character you should just be able to teleport from any entrance and then run to it no problem. Even if you don't, still shouldn't be a problem as long as you teleport/jump first. A lot of words to say nothing in the guide..

                                • Anonymous

                                  31 Jul 2020 22:07  

                                  I reached the ball of light first time no problem at all. No need for cheese, read or follow the stupid complicated explanation above lol. Just choose "reach the ball of light and you will".

                                  • Anonymous

                                    23 Jul 2020 19:37  

                                    En el reino de bolsillo creo que hay un atajo al núcleo, detrás del punto de viaje hay un pasillo donde podes usar salto/retirada táctica y de ahí te lleva a caminar sobre unas tuberías, en una plataforma encontras un cofre con algunas cosas, y más adelante sobre otras tuberías, al llegar al final del camino podes usar salto/ retirada táctica y llegas directo al núcleo!

                                    • Anonymous

                                      19 Jun 2020 16:45  

                                      I'm gonna call it: this little section is the most annoying part of the ENTIRE GAME. Walking slowly through door-lock puzzles, turning a wheel that instantly kills your party, and the strange choice of renouncing your god on a whim. It's a small but completely unfun experience.

                                      • Anonymous

                                        06 Jun 2020 07:07  

                                        For anyone still curious, I've just finished act 3 on my second playthrough. On my first, I renounced my god, although it was after already using her (Amadia) to help with another altar, so I'm not sure if it invalidates that for other altars if you haven't asked for their help. Other than that, I don't think there's much of a difference, at the last fight of act 3, where your god gets angry at you, they tell you off for renouncing them, on top of everything else. Either way, you still have the option of letting your god take your source at that fight (and die) or refuse and start the fight.

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