The Forgotten and the Damned

[PIC]
Quest Giver
Location Bloodmoon Island
Suggested Level 15
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The Forgotten and the Damned is a Quest in Divinity: Original Sin II. Coming across various Blazing Sculptures on Bloodmoon Island, you get the feeling they hide treasures beneath them. However, they don't seem to budge when you try to move them. How will you get past this obstacle?

 

 Requirements

  • Scholar Tag

 

Important NPCs

  • Blazing Sculpture

 

 

The Forgotten and the Damned Objectives

  1. Learn "The Taming of the Holy Fire" hymn.
  2. Discover Blazing Sculptures on Bloodmoon Island.
  3. Learn that the High Priest's hymn allows you to enter the vaults.
  4. Sing the hymn to the sculptures.
  5. Enter the vaults.

 

 

The Forgotten and the Damned Walkthrough

On Bloodmoon island, there will be a Blazing Sculpture facing the demon's camp. You may interact with the statue to acquire this quest. You can also acquire this quest by picking up the book "The Taming of the Holy Fire" and read it as a Scholar.

There are 3 sculptures on Bloodmoon Island. In order to activate them, you will need to read a book called "The Taming of the Holy Fire". This book is called "Ornate Hymnal" before you decipher it, and you can find one from these places:

  • Inside Jahan's house.
  • The Archives on the northeast location of the island.
  • On one of the Black Ring magister bodies near the ancestor tree.

You will need a character with the Scholar tag in order to decipher the book's hymn. Reading the book as a scholar will net 14,450XP. Before you enter the vault, however, make sure to first go to the north of the island and find the Ancient Forge (co-ordinates X:317, Y:479). Use the Ancient forge to combine it and the silver bar to create a Silver Lever Shaft. You only need 2 Silver Lever Shafts in the game, for vaults 2 and 3. Silver bars can be found right next to the forge, and on a Black Ring member in the unfinished crypt. There should also be one inside a vase in vault 3.

There are 3 vaults scattered around the southern part of the island, near the demon's camp. Use the hymn to destroy the statues and get into the vault. The quests Delusions of Grandeur and Bound by Pain require you to fix the switch with the Silver Lever Shaft. More details are listed below for each individual vault.

The Location of the Archives:

This is where you will find the Green Teleporter Pyramid, and medical notes to start the "Delusions of Grandeur" and "The Silent One" quests. See "The Secrets of Bloodmoon Island" for more information about this location, including rewards earned.

If you read the notes, you will realize that these vaults actually house people afflicted with demons that the healers could not treat. These afflicted persons were thus locked away along with a healer in order to prevent the demon from ever being a threat to humanity.

The Location of the Vault 1 (Unfinished Crypt):

This crypt is unfinished and holds nothing really noteworthy of value, except for a Silver bar. Exploring it might be necessary for the completion of this quest, though.

The Location of Vault 2:

Upon entering this vault, you will come across a broken lever shaft where you will need to use the Silver Lever Shaft to fix the broken lever and open the wall door. Unfortunately, when you try to use the lever, it doesn't work. Cast Spirit Vision to reveal the spirit of Brother Robert near the statue, and speak to him. Pass the persuasion check and he will unlock the door and beseech you to kill the creature within.

Enter the room and tread lightly. If any character takes the source from the source pool in the room, the lizard will initiate dialogue with that specific character, so be careful. If you agree to set her free, Rajjarima will steal all the source points from your character and break free, initiating combat. Be warned - when she breaks free and initiates combat, she will cast a powerful Arrow Storm that will deal massive damage to your party, especially if they are bunched up together, possibly even killing 2 or 3 of them outright. In any case, kill the possessed Godwoken.

If you refuse her, you will eventually need to pass a speech check. If you are successful, she will not be able to steal any source points from your character and be unable to break free. You can then simply rain arrows or cast ranged spells to kill her safely from high ground.

Ultimately, the simplest method here is to attack her from high ground from the start and not even bothering to pick up any source points from the pool.

Regardless of the method, once she dies, you will earn 36100XP + 21675XP for a total of 57,775XP, and the quest "Delusions of Grandeur" concludes. Remember to speak to the spirit of Brother Robert on your way out for a choice of loot reward.

The Location of Vault 3:

 This Vault is the location for the "Bound by Pain" quest. Enter it, cast Spirit Vision, and speak to Brother Kalvin. Here, you will learn that the demon housed here gluts itself on pain, and only by inflicting the most painful torture possible will you be able to bring the demon to surface. In any case, go ahead and fix the broken lever with a Silver Lever Shaft, then talk to Brother Kalvin again and convince him to open the door for you. You will have to pass a speech check in order to convince him to open the door. Be careful; the Intelligence speech check seems to fail even at 7 persuasion - whereas the memory speech check passed with 5 persuasion.

In any case, once the door is opened, you will come face to face with a possessed dwarf. He will then beg you to destroy the pillars, which of course, when destroyed, will simply free him and initiate combat. Unlike Rajjarima in Vault 2, though, he is weak, and it shouldn't take much effort to kill him for 28900XP.

After he dies though, a demon called "Mor the Trenchmouthed" will appear, attacking you immediately. He is slightly stronger than the possessed dwarf, but is still a relatively easy opponent. The caveat here is that when you damaged Mor, there is a chance he will instantly possess a random (or perhaps closest) party member and turn him or her against you (this effect shows up as "Demonic Invasion" and is not curable). Simply inflict enough damage on that party member to bring him or her near death, and Mor will leave your party member's possessed body. Attack him and he will perish for 21,675XP.

Also, there is a bug that, if Mor was knocked down and a strike from one of your party members would otherwise land the finishing blow, Mor would disappear, placing the "Demonic Invasion" debuff on one of your characters but that character doesn't actually go mad. The combat will end in this case and the debuff will remain on your character permanently, until that character takes fatal damage with 10% or so HP, causing Mor to suddenly appear out of nowhere again and initiate combat.

Alternatively, the better option is simply to save the dwarf from possession. The trick here is simply use one of your party members and continuously damage the dwarf's HP, but not kill him. It is probably recommended to cast healing spells on him so that he doesn't die. You will know its working as he keeps getting knocked down. Keep hitting him until he doesn't get knocked down anymore, then destroy the pillars. It is possible to do enough damage to the demon that it dies. In this case, you will be rewarded exp for killing the demon while it is still inside of the dwarf and the demon will appear as a corpse when you break the pillars.

The moment the pillars are destroyed, the demon should leave the dwarf's body while keeping the dwarf intact. If you did not kill the demon while it was inside the dwarf, then at this stage, it is the same as if you killed the dwarf; damage Mor and if he possesses one of your members, damage that member until he or she is near death as well and Mor should leave the body of your party member. Attack him when he appears and he should perish, granting you 21,675XP. In this case, though, the dwarf survives, and talking to him will net another 36,100XP. The quest is concluded at this point.

As you make your way out of the vault, make sure to speak to Brother Kalvin for a choice of loot reward. If you did not manage to save the dwarf, Brother Kalvin will instead sadly disappear, leaving you with nothing.

The Location of Vault 4:

This is the vault for "The Silent One" quest. Enter it, and use Spirit Vision as usual to see the spirit of the dead healer, Brother Morgan. Speak to him and he will ask you to bring the poor girl confined within the vault to somewhere peaceful. Agree (or lie) and he will open the vault for you.

Inside, in order to talk with the girl, you have to first pass a speech check with the cat (requires Pet pal talent) so that it will let you speak with her mistress. In the event that you fail the speech check, there is no choice but to kill the cat for 1400XP. Destroy the source chains chaining the girl and speak to her but note that if you fail the speech check, the girl will not rouse from her slumber. If you fail the speech check with all 4 party members, there will be nothing left for you to do and the quest will remain incomplete. Also, note that you cannot kill the girl since she is a child and thus the game makes her invulnerable to all attacks.

If you pass the speech check, you will gain 14,450XP and be able to teleport the girl aboard the Lady Vengeance to cure her at a later stage. The quest, "The Silent One", is complete at this point. Speak to Brother Morgan on your way out and you will receive a choice of common-quality loot reward for your troubles.

After exploring all 4 vaults, the quest should conclude with the last entry being "We found and cleared all four vaults on Bloodmoon Island".

 

Rewards:

  • 14,450XP for reading the "Ornate Hymnal" book with a Scholar character.
  • 57,775XP total for killing the possessed lizard Godwoken and completing the "Delusions of Grandeur" quest.
  • 21,675XP for killing Mor and 36,100XP for saving the dwarf in Vault 3, completing the "Bound by Pain" quest.
  • 14,450XP for managing to rouse the girl in Vault 4, completing "The Silent One" quest.

 

 

Quests
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  ♦  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 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

      28 Sep 2021 01:00  

      for whatever reason seems like killing the demon inside the dwarf is just outright impossible,i damaged him to the point of him triggering the death passive and then several hit bars on top with healing him out,the dialog didnt change and he still just pleaded for letting him out,when released it will be full HP demon that seems like in 100% case just posses your random party memeber whenever you deplete his magic shield regardless if it was even CCed

      and that means in case of some glass cannon builds like mine(i basically run 4 high-affinity elemental arsenal mages highly specialised in to memory+int)nealy any combo of spells would result death and getting it low enough for the demon to get out was nearly not possible meaning deathless run is f@cked

      What i did instead to not kill the dwarf:,get him to die and trigger the "living on the edge" innate passive on him,check if its done by initiating the dialog (he will pleade to let him out)
      destroy 3/4 pillars,let EVERYONE out of the arena and use any summon(literally a pet cat can do it)to destoy it and let that demon pass the turn(as initiative is a ***** in this game),after that i rolled in my one character and kill him
      again,for some reason whenever i tried doing the same with full party even with any kind of CC the demon would still posses the attacked,so i had to do it with one char as it seem to be protected from this sort of thing,luckily the demon by itself is no threat as it seem to be using only like 3 spells (2 from necromancy tree and swap positions)then kill it and your done
      dwarf is not dead V
      quest is done V
      no party members died in the process V

      • Anonymous

        28 Sep 2021 00:54  

        for whatever reason seems like killing the demon inside the dwarf is just outright impossible,i damaged him to the point of him triggering the death passive and then several hit bars on top with healing him out,the dialog didnt change and he still just pleaded for letting him out,when released it will be full HP demon that seems like in 100% case just posses your random party memeber whenever you deplete his magic shield regardless if it was even CCed

        and that means in case of some glass cannon builds like mine(i basically run 4 high-affinity elemental arsenal mages highly specialised in to memory+int)nealy any combo of spells would result death and getting it low enough for the demon to get out was nearly not possible meaning deathless run is f@cked

        What i did instead to not kill the dwarf:,get him to die and trigger the "living on the edge" innate passive on him,check if its done by initiating the dialog (he will pleade to let him out)
        destroy 3/4 pillars,let EVERYONE out of the arena and use any summon(literally a pet cat can do it)to destoy it and let that demon pass the turn(as initiative is a ***** in this game),after that i rolled in my one character and kill him
        again,for some reason whenever i tried doing the same with full party even with any kind of CC the demon would still posses the attacked,so i had to do it with one char as it seem to be protected from this sort of thing,luckily the demon by itself is no threat as it seem to be using only like 3 spells (2 from necromancy tree and swap positions)then kill it and your done
        dwarf is not dead V
        quest is done V
        no party members died in the process V

        • Anonymous

          07 Aug 2021 00:44  

          I released the dwarf then didn't kill him but damaged and healed him until Mor left his body then fought through the battle where Mor possessed my characters multiple times until it died.
          The dwarf thanked me by revealing the Secret of the treasure marked on the map with the name Adventurer's Hidden Stash.
          I tried it multiple times and it didn't work when I used saves during the fight.
          Playing on Definitive Edition.

          • Anonymous

            29 May 2021 03:44  

            I tried using a silver cup in the ancient forge just for heck of it and it made a lever as well. Apparently any silver ingredient works but they intend you to use the supplied bars.

            • Anonymous

              11 Apr 2021 19:57  

              If you’re playing solo, to save Mor, heal and buff him and run to a safe distance to avoid being possessed. He will defeat the demon and you’ll close the quest with experience and gifts!

              • Anonymous

                16 Mar 2021 17:12  

                In the vault 3, u can save the dwarf hiting him until the close to death effect expires. Then break the pilars and flee the battle (run to the entrance). Before, u can buff the dwarf. He can solo the demon and finish the quest. Come back and talk to him (sorry for mi bad english xD).

                • Anonymous

                  08 Mar 2021 21:19  

                  I reported the cat after failing the persuasion tests. Killed the cat and proceeded to talk to girl and teleport her to the boat. Got my reward.

                  • Anonymous

                    03 Feb 2021 12:59  

                    book apparently has a random chance to spawn as loot inside chests...found it inside a chest above the mordus encounter, 14k exp for reading it, but no journal update.

                    • Anonymous

                      07 Jan 2021 04:14  

                      None of the Brothers gave me loot, they kinda just up and poofed even though I saved all that I could. Maybe they changed that in Definitive Edition?

                      • Anonymous

                        05 Dec 2020 00:33  

                        I don't see it posted anywhere in comments or in the guide: in my playthrough I found one of the hymn books in Ryker's basement, on a desk in the lever-operated room

                        • Anonymous

                          03 Dec 2020 17:12  

                          The best way to not save dwarf is kill him before destroying chain town. 1. Grab your solo character you think can summon an incarnate and buff it. 2. Take solo char away from main group, (make sure the rest is far enough away from combat. I left my 3 near entrance.) then use that solo character to interact and kill the dwarf. 3. Once dwarf dead. Use solo char to destroy all but 1 chain tower. 4. Then back solo chara away. Just close enough to summon incarnate to edge of pit. Do that. Then buff up the incarnate, especially with range attacks. 5. Use incarnate now to destroy last tower. That forces out demon. 6. Have incarnate fight demon. Occasionally get your solo char close enough to just buff the incarnate, but not so close that the demon possesses you. 7. Eventually between your buffs and incarnate, it will kill the demon. Not sure if I got exp for killing the dwarf and demon. But this seemed the easiest route. good luck.

                          • Anonymous

                            09 Nov 2020 21:22  

                            You actually don't need to pass Robert's persuasion check, I just used source vampirism on him and the game told me that he no longer controls the lever.

                            • Anonymous

                              08 Nov 2020 17:01  

                              This is wrong. I got no rewards from the ghosts, and things did not play out the same. When i was hurting the dwarf a demon never appeared.

                              • Anonymous

                                20 Oct 2020 03:06  

                                With the shackles of pain demon, I was able to defeat it with no possessions purely by keeping my characters out of its line of sight. Standing by the door I was able to hit it with one character using Ricochet, Barrage and Fossil Strike. Have to spend a few turns waiting for skills to become available again and hope it doesn't move (pool of oil from Fossil Strike seemed to do the trick)

                                • Anonymous

                                  06 Oct 2020 22:00  

                                  Best way to deal with the possessing one is to cast living on the edge on the dwarf when he's low. Then you don't have to worry about accidentally killing him.
                                  Once that happened the demon came out I tried to one shot it jumped to another party member who I did the same thing to and won.

                                  • Anonymous

                                    05 Oct 2020 16:26  

                                    The only way I could kill possessing demon was to run away and let the dwarf beat it up. You might have to heal/buff him right after breaking the chains, but then RUN and he does kill it. You will not get the XP if you are not in the fight, so I had to return, get instantly possessed (screw this quest) but I only had to down my character once after that.

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