They Shall Not Pass

Mari and Barin Pruitt, reunited
Location Reaper's Coast
Suggested Level 9+
Next Quest n/a
Previous Quest  n/a

They Shall Not Pass is a Quest in Divinity: Original Sin II. Short description goes here.



Important NPCs



They Shall Not Pass Objectives

  1. Reach Mari and defeat the Voidwoken surrounding her house.



They Shall Not Pass Walkthrough


At Reaper's Coast, talk to the boy named Barin on the edge of a raised bridge, or make contact with Mari, the Bridgekeeper to start this quest.

Travel to Bridgekeeper's cottage, (through Paladin's fort and Stonegarden cemetery, alternatively teleport over the gap) and defeat the Voidwoken there. You may need lockpicks tools to open the Stonegarden gate,

Mari will give you some reward if she survives, you can also find a Mari's Hatch Key in her house.

After the quest is over, Mari and Barin can be found at the Magister's Barracks in Driftwood.



Tips & Tricks

  • A character with the Far Out Man trait can teleport his teammates behind the bridge. Battle will ensue but your teleported character can instantly use the bridge handle during round 1, allowing the rest of the party to join the fight while also giving an XP boost for completing the quest sub-objective.
  • A character can reach the house by climbing the lookout near the chicken coop and using a gap closer such as teleport to reach a path that leads to the bridgekeeper's house.
  • After the quest is over, Mari promises to tell her cousin Magister Reimond about saving her. That however does not make his attitude towards you any better.


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 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  ♦  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

      Also there is a chance to have 1 VOIDWOKEN die before you get to fight the others if you talk to the child first then enter through the dock side door. Sometimes there are 4 enemies in the front, 1 might already be dead if you enter this way. Instead if you can teleport come over from the chickencoop area west of the house, climb the vines and fight the 1 in the back. THEN go out front and the 4th one in front pops up when you fight the other 3. This could be the difference between killing 4 of them for experience and 5 (thus losing out on 2000 exp).

      • Anonymous

        I just want to point out that the bridge isn't broken, it's RAISED. If it was broken, you wouldn't be able to lower and then cross it.

        • Anonymous

          You can use Mari's Hatch Key to open a hatch in the floor (you have to move a crate to access it) to get to the cellar. In the cave you can teleport a party member to an elevated rock ledge and use pyramids to port your party up to an area with a tortoise named Betty for a quest.

          • Anonymous

            Just get a character with 15-16 strength to throw a teleporter pyramid to the other side of the bridge, (It can be thrown to the side of the bridge facing you with no consequences) and then use the other pyramid to teleport everyone else to the other side.

            • Anonymous

              You can just teleport someone on the boat. If you are standing next to the kid on the bridge the boat is visible with teleport skill. When you climb the ladder the door upstairs is open. Talk to the mom before you start the fight and you can gather cool stuff from the house. :)

              • Anonymous

                If you use the teleportation pyramids found on the ship, you can do this with the whole party. Teleport someone with 1 pyramid in their inventory and leave the other behind with the larger group. Then just 'use' the pyramid and you're all over to the other side. You can only teleport to the crumbled dock area where the vines are, unless you use the 'Far Out Man' trait.

                • Anonymous

                  I don't know if this is the only way, but once you cross the bridge (tactical retreat or w/e) kill the voidwoken, make sure the mom survives, talk to the mom, lower the bridge, let them unite, talk to the mom again and the quest will close.

                  • Anonymous

                    This one is bugged in my log. I did this one by the book. Talked to the boy, teleported my team over, talked to the mother, fought a glorious fight against some bugs. We shook each others hands, i lowered a bridge, helped a turtle ***** a rat in someones basement then met up with her later in a tavern over a pint. Quest log still says "Mari is wounded and asked us to lower the bridge" ... Good times.

                    • Anonymous

                      No need to use teleport. From the high ground at the hen house, just use tactical retreat and phoenix dive. Don't go up the vines yet. Teleport up the back porch and talk to her before they kill her.

                      • Anonymous

                        You can make this teleport onto the harbor behind the cottage easily from the little upper platform at the hen-house.

                        • Anonymous

                          You can travel from the low section of the river directly onto the cottage's harbor. It's a tight teleport but it gives you easy access to the back of the cottage (allowing you to talk to the mother before the fight).

                          • Anonymous

                            "Travel to bridgekeeper's cottage" Yeah, that would be a nice solution wouldn't it. Unfortunately there is a locked gate and no key anywhere in the vicinity.

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