Having entered the starting location, you will encounter a unit of theUnbrokenled byGregos.

They don’t pose a serious threat and you should be able to eliminate them quickly.

Promise him that you have no intention of killing him and ask what brought him to this location.

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He will tell you of his assumptions which enables you to take onThe Stones of Elucidationquest.

Enter the gorge in the central part of the map and head north towards the breach.

You will be attacked by three of the Bane.

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Pay attention to health and the fire damage that they deal.

When the fight is over, save the game and go to the eastern part of the location.

There, you will find a corpse of the soldier whomHieronymusmentioned.

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Having killed the last of the Bane, search the nearby bodies for theGarn Torchkey.

If you don’t do it now, you could do it on your way back.

If the party members are hurt, use camping supplies to rest.

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When you’re ready, enter the interior of the breach.

Having enteredBlade Grave Oldwalls - Central, you will encounter more of the Bane.

Note the above picture.

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Passages to subsequent chambers can be unlocked with keys similar to theGarn Torchkeythat you obtained in the previous location.

The next chamber hides even more of the Bane.

After you’ve copied the pattern, head north.

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You’ll walk near twoelevated platforms[1].

Between them, there is atrap[2]that can be disarmed (Subterfuge 48required).

Your task is to raise the central platform[1].

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The first can be found on the body you see in the picture[2].

Take theHumming Keystoneand place it in the slot marked with the adequate symbol[3].

After a second, the central platform will be raised by one level.

To raise it entirely, you need three otherkeysthat can be found on the upper floor of the location.

Use the button and take the stairs to the eastern part of the location.

When you are on the upper level of the location, head to the first side chamber you encounter.

You will find the firstStone of ElucidationthatHieronymusmentioned.

For more information, go to the dedicated chapter of this guide (see First Stone).

On your way, you will encountertrapshidden in the wall (Subterfuge 42required).

The corridor broadens right past them, and you will see a Wisp before you.

Instead, head to the eastern part of the floor.

Having entered the eastern part of the floor, go straight on.

You will encounter two traps on the floor which absolutely have to be disarmed (Subterfuge 49required).

In the corridor, behind the second trap, the Bane await you.

Activate the only button in the corridor, and the path you’ve just walked will close.

In return, a passageway to a the nearby chamber will open.

In the chamber, you will encounter more of the Bane, including a Malice.

Once you defeat your opponents, approach the pedestal[1]and interact with theGarn Torchkeywith it.

This should activate the button[2]marked in the picture.

The button opens the door to the neighboring chamber.

Disarm the trap and search the stone stash[3]and you will find theCold Keystone.

Go to the upper floor.

Instead, it incessantly emits waves that will rapidly eliminate your party.

Having killed the Bane, you’re able to disarm it (Subterfuge 49 required).

The button opens a passage to a chamber where you will find a button on the floor again.

Press it and the bridge that leads deeper into the ruins will become active.

Otherwise, having approached it, the Bane will start to hurt you with ranged attacks.

Once you disarm the trap, make a run at split the party to make the battle easier.

After the fight, you could activate the bridge in the picture with the button on the floor.

In the neighboring room, you will fight a tough battle with the Bane that have you vastly outnumbered.

venture to lure them to the place you came from.

Deal with the Wisps and assault the rest of the opponents.

Mind that a Malice can heal itself by dealing damage so focus most party members on it.

After the fight, use theGarn Torchkeyon the nearby pedestal and then open a passage with a button.

In the next chamber, you will find another pedestal that hides theAmbir Torchkey.

Go back to the bridge and head to the so-calledLantern Chamber.

Be careful, though, for there is another group of ghosts behind the closed door.

When you get close to it, you will be attacked by a group of the Bane again.

Having killed the Bane, search the body they guarded.

Thanks to this, you will find another piece of evidence needed to perform theA Trial of Archonsquest.

In the neighboring chamber, there is a small group of ghosts led by a Malice.

take a stab at eliminate the latter first and you will quickly be victorious.

Remember not to ignore the Wisps that accompany it because the said opponent can draw extra power from them.

End the fight and take theSaphir Torchkeyfrom the nearby pedestal.

However, it is best to fully explore the level you’re currently in, first.

Similarly to the central part of the ruins, in this location, you might move on two levels.

One is open, the other is closed.

Platforms will form into stairs only when you press thebuttonsright next to them.

However, to make them active, you have to use theSaphir Torchkeyon the nearby pedestals.

Once entering the higher level is possible, head directly to the chest.

The puzzle requires us to set theTorchkeysin the right order.

Put theTorchkeysin the order shown in the above picture to stay safe.

Having disarmed them, go to the chamber at the end of the corridor.

In the stone stash, you will find the last key: theBright Keystone.

The moment you pick up the item, the Bane will emerge from the nearby crystal.

Now, you have all the items required to raise the platform in the central point of the ruins.

Take any route there.

Attention: some lanterns require the Torchkeys that cannot be found in these ruins.

Place the Keystones you’ve acquired in the right slots.

Remember that the order matters-otherwise, the stone won’t work.

Then, press the button on the floor near the platform.

It deactivates the spiritual trap and sets the Havoc free.

Moreover, it may disappear during the battle to regenerate.

After the fight, search theRegent’scorpse and take theSteadfast Insignia.

After exiting the Breach, head to the corner of the map to move to the next location.

InformGraven Ashethat you’ve managed to reclaim theSteadfast Insignia, andSentinel Standwill become active on the world map again.

This quest is concluded, and a new mission,Making a Stand, will appear in the journal.

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