Withermoore's Soul Jar

[PIC]
Mody
Location Caverns
Suggested Level 4+
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Previous Quest --

Withermoore's Soul Jar is a Quest in Divinity: Original Sin II. I agree to help Lord Withermoore destroy the Soul Jar, he told me of a lever located on the main floor of Fort Joy.

 

 

Important NPCs

 

 

Objectives

  1. Speak with Lord Withermoore
  2. Find a way into Fort Joy Prison
  3. Enter the Ancient Passage
  4. Find and destroy the Soul Jar of Lord Withermoore.
  5. Meet him in Braccus Rex tower at the end of the Gargoyle Maze in order to clean the quest from your log. 

 

 

Walkthrough

Play hide and seek with the little child called Mody. He can be found in the Caverns on the south of Fort Joy. After you've found Mody a second time, he will ask you to meet with his secret friend. You'll need shovel or a Lizard to uncover the the door near him. Speak with Lord Withermoore and remove the spear in his chest (reqs 12 Strength). After that, he will ask you to destroy the Soul Jar inside the Ancient Passage which is inside Fort Joy Prison.

There's several ways to enter Fort Joy Prison: 1) You can use the hatch near the Statue of the Divines Shrine at Fort Joy Ghetto after pressing the button on the Shrine. Once inside you will have to defeat the Houndmaster in the Holding Cells to get the Prison Key which will allow you to enter the locked door by the stairs 2) Use the Gloves of Teleportation acquired from the quest The Teleporter to teleport one of your party members to the second level of Fort Joy south to the gate guarded by 4 magisters. Put the ladder down and sneak into the The Flenser's Playground. 3) During the The Teleporter quest, in the Hidden Alcove, enter the cave on the beach that takes you to the Holding Cells where you will need to defeat the Houndmaster and get the Prison Key [The prison key is not on the Houndmasters body, but on the ground by a stool where the magisters were] 4) You can find the hatch near Migo on the beach after completing An Imprisoned Elf; use it to enter Underground Tunnel  which will lead you to the Holding Cells

Inside Fort Joy Prison, there is a secret lever at on your left-hand side when you enter the main room (it will be marked on your map). Pulling it will open a hatch leading to an Ancient Passage filled with traps. You can put the nearby vases on the vents to disarm them. Following the passage will lead you to a room filled with different Withermoore Soul Jars. The one you're looking to break is Withermoore the Supplicant. This frees the soul of Withermoore and updates your quest log. The other jars will spawn enemies or traps. Cold-Hearted Soul Jar freezes the entire room's floor (and maybe some of your characters). Yellow-bellied spawns 4 skeleton guardians on the sides of the room. Sage spawns 3 skeleton guardians. Noxious is an explosion trap.

If you freed Withermoore, he will help you lift a source barrier at Braccus Rex's Tower. (not the Dark Cavern) and grant you XP for finishing the quest.
To trigger Withermoore's help with the source barrier and close the quest, you must interact with the source barrier with a character without source points.

 

 

Tips & Tricks

 

 

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 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



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    • Anonymous

      15 Jul 2021 05:09  

      Played 15/7/21 (Definitive Ed)
      On tactician difficultly
      Pickup withermoor soul jar
      Do not destroy it
      Take to withermoore where you intially found him
      When you talk to him there's an option to choose not to destroy it. I was awarded with 1400exp and then entered battle with him. Received further 200exp for defeating him + withermoore's girdle (belt equip).

      • Anonymous

        08 Jun 2021 12:51  

        In DE (haven't played any other version to know if it's different in those versions), to find Withermoore, you don't actually have to play multiple games of hide and seek with Mody, nor even have a shovel / a lizard.

        Rather, if you examine at the wall in the vicinity of the method of entry listed in the entry, you'll find a small hole in the wall. Interacting with it will usually trigger the narrator into noting that "you're too big to enter it*". And that's it.

        However, if you have Beast (or another Dwarf) in your party - and you're in control of said dwarf when you inspect the hole - your Dwarf will simply crawl into it - no questions asked, after which Beast will wryly note that being "compact" can have its benefits.

        In any event, once your Dwarf has successfully crawled inside of the walk he'll immediately find himself alone in the room where Lord Withermoore's been speared to the wall. Whether or not you want your Dwarf to talk to him alone is up to you, but - either way - whenever you're ready to leave, just go back to where you entered. There, you'll find an exit. However, instead of crawling back out of the hole from whence he came climbed into, your Dwarf will emerge from a now visible hatch-type of door which will appear on ground next to said hole in the wall. This hatch will obviously allow all non-Dwarf members of your party to freely chillax with Withermoore if they would so choose.

        I'm assuming that this is the hatch that's discoverable by playing hide and seek with Mody twice? I'm not sure bc I've never actually bothered with playing any games with those brats - as such, I didn't even know that this was an option. I just usually have more pressing matters at hand than to waste time looking like a pedo.

        * [that's what she said]

        • Anonymous

          16 Nov 2020 09:32  

          I managed to steal the key by using teleportation to move it off the stool and on to the ground near me. It's still worth fighting the guard's though, they're not too tough and you get some loot and you can talk to the NPC they're interrogating - plus there's a hidden way into the nearby cell where there's a couple of nice items.

          • Anonymous

            22 Dec 2019 20:26  

            there is a small chance to get gloves with +1 thievery from the skeleton with the sword from the first set of skeletons, savescum at your own risk

            • Anonymous

              27 Sep 2019 16:56  

              You can pick up the jar from the pedestal to put into your inventory and deliver it right to the withermoore himself. You will have a dialogue with him where he would ask you to shatter the jar. You can refuse giving him the jar and upon that you will gain 1,400 points of experience and the fight will begin. The fight can be ended in single turn by placing the jar from the inventory onto the ground and breaking it by attacking, withermoore will instantly die and you will get yet another portion of experience: 1,400 points.

              • Anonymous

                09 Jul 2018 03:13  

                amm and also you can get one of the Armor set Braccus Rex . the greaves.. need 15 Wits to interact with the statue and this statue..

                • Anonymous

                  19 May 2018 15:55  

                  Withermoore's Soul Jar is with the one labeled Withermoore the Supplicant. You use the plaque, it starts the quest dialog. If you select the option to destroy the jar, you instantly get the 1,400 XP. The others are traps - fun fights for XP with skels.

                  • Anonymous

                    19 Apr 2018 09:16  

                    after i find the Withermoore's Soul Jar then i still can activate the others jars-traps. That shouldnt be allowed it should givining 0 xp i mean what is the point to avoid traps when they are giving you xp?

                    • Anonymous

                      03 Jan 2018 11:49  

                      So i destroyed the soul jar before i met with withermoore. Got no exp for it. Quest didn't start. Withermoore dead, kid sad

                      • Anonymous

                        24 Dec 2017 19:13  

                        If you don't have a shovel, there is one in that area, right past the barricades near the first few wrecked boats at about (490, 515).

                        • Anonymous

                          15 Nov 2017 07:02  

                          ok, so I had same problem, helped the guy, took out spear, found his jar, smashed it, came back and looted his corpse, BUT q was still active in my q log, so I went to Braccus tower, at the source barrier I clicked turn off switch AND... nothing, q was in my q log still (I was reading ppls coments that he should come and help you). SO the problem was that you need to click that switch with char WHO DOES NOT HAVE source points, if u do click without sp, Withermoore will come to help u and finish the q, if u click WITH char who HAS sp then q will be open forever :)

                          • Anonymous

                            15 Oct 2017 12:17  

                            Unable to complete this quest. When I enter the ancient passage as soon as we pass the second jar covered trap and approach the stairs down to the statue area, toons/camera flies up thru the ceiling. X,Y on map shows toons are moving forward, but they appear to be walking above the ceiling. Broken.

                            • Anonymous

                              04 Oct 2017 15:30  

                              If the Houndmaster did not have the Prison Key on him, try looking for it on the floor. Just press "ALT" and you should see it.

                              • Anonymous

                                03 Oct 2017 14:24  

                                We first tought we had a bug in this as well, since we completed the Whitermoor quest as well. Might have something to do with who started the quest. My friend re-entered the jail and went to the door before me and Whitermoor appeared finally o__o So try that I guess?

                                • Anonymous

                                  01 Oct 2017 10:11  

                                  Questjournal says "We destroyed Lord Withermoore's Soul Jar, freeing his soul".
                                  But he was not there to help me to lift barrier (what a *****), i did it myself with sourcemagic.
                                  He is just chilling there dead with this sad kid, and now this quest is still in my journal since you can't talk to dead-dead NPCs right and any version of Lord Withermoore who i could talk to to finish this quest is nowhere to be found...

                                  • Anonymous

                                    29 Sep 2017 12:41  

                                    I broke quest. . . Remove Spear from Withermoore, told him i would help him, then Killed Withermoore, went to pick up his soul jar and it was empty, put empty soul jar in inventory and quest chain still active telling me where to locate his soul jar.

                                    • Anonymous

                                      26 Sep 2017 20:15  

                                      Everyone having problems with the jar, meanwhile I'm over here unable to get this hidden lever to appear. What the hell?

                                      • Anonymous

                                        20 Sep 2017 03:32  

                                        I left the jar where it was after interacting with it and upon trying to use it again I received a new option. *place your hand on to the thrumming jar and absorb the soul.*
                                        Upon trying it burned my neck due to the collar stuck on me. So I'm wondering what will happen if I remove the collar and come back.

                                        • Anonymous

                                          18 Sep 2017 14:45  

                                          So, this isn't where Withermoore's quest actually ends. Once you escape Fort Joy, you can go to Necromancer's Tower, which is a maze near an Ice Dragon. Once you get to the door at the end, and ONLY if you don't have any source points, Wihermoore comes out, opens the door, and you get some XP and a finished quest.

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