School's Out

School's out
School Classroom
Location The Arx
Suggested Level 18
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School's Out is a Quest in Divinity: Original Sin II. Coming across a schoolhouse in Arx, you find its mistress in need of some help. Would you help her?



Important NPCs



School's Out Objectives

  1. Speak to Beryl Griff.
  2. Speak to Sister Schori and convince her to leave.
  3. Report back to Beryl and inform her of your success.



School's Out Walkthrough

At the southeast corner of Arx, you will find a schoolhouse (co-ordinates X:410, Y:240) that has seen better days; it is now occupied by junkies. Speak to Beryl Griff and share some information about Griff (the very same one back at Fort Joy) with her and you will gain 19,400XP. She will then ask for your help in reclaiming the schoolhouse from the squatters.

Here, you can also speak to the little girl, Trina, and if you successfully pass a speech check, she will mark the location of the Thieves Guild on your map. This grants no XP and is completely optional, though.

Unlock the locked main door or kitchen door or enter through the side gate, and speak to Sister Schori. Pass a speech check to convince her to leave. You will gain 58,175XP.  Killing Sister Schori will result in no reward/XP for finishing the quest.

In any case, return to Beryl and inform her of your success, and you will earn 38,800XP. Here, you will have the option of asking for a payment reward, an information reward, or simply refusing any kind of reward.

  1. If you pick the "payment" option, you will gain a Craftsman tome that teaches you a few rune recipes.
  2. If you pick the "information" option, she will tell you that Lord Kemm is hiding some secrets underneath his mansion.
  3. If you say that no thanks are necessary, you will receive nothing.

After picking one of the options above, the quest ends and you will receive a choice of Common-quality loot as a reward.





  • 19,400XP for sharing some information about Griff.
  • 58,175XP for convincing Sister Schori to leave.
  • A choice of "payment" or "information" rewards (detailed above) upon reporting back to Beryl.
  • 38,800XP and a choice of Common-quality loot upon completion of the quest.


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  ♦  Running like Clockwork  ♦  Saheila's People  ♦  Saheila's Signet  ♦  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

      I finally figured it out! You need to have a minimum persuasion of four and then use your highest finesse Constitution whatever and you will be able to persuade the sister to leave

      • Anonymous

        I told Beryl that Griff was dead. Then having shoo'd away the squatters, she wouldnt talk to me. Quests bugged?

        • Anonymous

          A few things I have noticed for this quest.

          - It shows a journal update if you give the Elf that is lying down drudanae. He asks to see your map and makes a mark on it, but I don't see any new map locations. This is possibly bugged, or the location may already be marked for me.
          - There is a youtube video where the persuasion is a success using constitution, and she just agrees to leave.
          - I brought the Wailing Mandrake from the garden over, and the squatters all seem annoyed. I will keep it here for awhile, and am hoping it may shoo them away after a period of time.

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