A Refuge from the Present (2024)

in:City of Locusts quests, Chapter quests

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A Refuge from the Present
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Details

Chapter

City of Locusts

Start

Anevia

Location

Old Sarkorian Mines
Shrine of the Three

Type

Chapter quest

Reward

Scrolls or Materials income +10

[Show Code]

Mineshaft14_quest (c8d40d04e462a594f90e26a465f394af)

A Refuge from the Present is a quest in Pathfinder: Wrath of the Righteous.

Contents

  • 1 Journal
  • 2 Walkthrough
    • 2.1 Find Captain Seilkind
    • 2.2 Help Captain Seilkind
    • 2.3 Explore the Shrine of the Three
    • 2.4 Talk to the Foreman

Journal[ | ]

Captain Seilkind did not come to the Worldwound to fight demons. He was following a deeply personal passion for studying Sarkorian culture, obsessed with the idea that the village of Wintersun was not the only surviving remnant of fallen Sarkoris. In pursuit of his dream — to discover more Sarkorian survivors — Seilkind sacrificed his career and, quite possibly, even his life.
But what if he did manage to find what he was looking for? And if so, what secrets could he have unearthed from the depths of time, and would his discoveries benefit the Commander?
Find Captain Seilkind+1728xpObj1_FindSeilKind (6a5ada4bf0010d84fad1dab2fe73eb2a)
Captain Seilkind is no longer an officer of the Blackstone Company. He has abandoned Drezen and ventured into the wilderness of ruined Sarkoris to pursue his own archaeological investigation. Assuming he is alive, his path may yet cross with the Commander's.
  • Perhaps Captain Seilkind can be found in the area where his patrol perished. The place must have drawn his interest if he sent soldiers to investigate.
    Add00_Errand (a0c17396e5d4cc6428ae0a2e6d58f070)
Help Captain Seilkind+1728xpObj2_HelpSeilKind (ab19f865cb31ced4ab6f7cd25b7ae26d)
Captain Seilkind is quite literally standing on the threshold of an archaeological discovery — the door he found may be concealing a settlement of Sarkorians who survived the opening of the Worldwound. Unfortunately for him, he cannot get inside without the Commander's help.
  • Remove boulder
    Add0_RemoveStone (beca52afd6c5bd24ea5c39d3ca33daae)
  • Search the deceased Sarkorian
    Add1_SearchBody (eae09eb3aef55074bb9b0673e282fee9)
  • Unlock the door in the rock
    Add2_OpenTheDoor (887c91bfdbafef941bec1538544a9a6d)
Explore the Shrine of the Three+4608xpObj3_HelpForeman (8c1b7f523ad843e4b987ed745059320f)
The Foreman of Mineshaft Fourteen has given the Commander the location of a place called the Shrine of the Three. The surviving Sarkorians claim this is where the underground stream providing their village with water is coming from. The source of pollution is also likely to be there.
  • Defeat the demons
    Add4_WinInTheFight (29f9248507c698f409693b666d0a655a)
  • Investigate the water source
    Add5_SearchFirst (35dca9b7c65740f4d8a0e10de41e4f49)
  • Examine the altars
    Add6_SearchSecond (ad40d403f3ff96f43943576f3691ead0)
  • Look at the statues
    Add7_SearchThird (0297ad732756b0a4dae42256d4dd3a64)
Talk to the Foreman+5760xpObj4_TalkToTheForeman (856012d6301372546a17b5aa234ffdb4)
The Shrine of the Three has been defiled by demons. The Foreman and the other inhabitants of Mineshaft Fourteen must be told that the water is irrevocably tainted and there is no hope of improvement.
-NoexpHiddenObj (f7e80d6f05108a04c8c8c67ddf76adb0)
-
Captain Seilkind's dream came true — he found a group of surviving Sarkorians, who had continued their culture with no outside interference for a century. Seilkind must have been more of an archaeologist than a soldier at heart.

Walkthrough[ | ]

  • The quest begins when you meet Anevia upon your return to Drezen at the start of Act 5. You do not need to have Missing Scouts completed.

Find Captain Seilkind[ | ]

  • Go to Old Sarkorian Mines and talk to Seilkind.
    • You can kill him with (Evil) choice or devour as Mythic Swarm to gain 14c7d76c281f40e7b7d71fea158f1023 feature, both options will fail the quest.
  • Agree to help him to proceed forward.

Help Captain Seilkind[ | ]

  • Loot Key from the Cave from the corpse nearby and open the vault, which will grant you access to Mineshaft Fourteen.
  • Inside you will find the survivors of the mineshaft who have problems with a water supply, but this time you don't need to bring them a water chip. Foreman will talk:
    • At start you will get to make normal or (Chaotic) response.
      • (Chaotic) [Lie] "It won't be long! Sarkoris will soon sweep away the demons like a broom sweeping away dirt!" will reduce DC of a skill check in the last objective.
    • You can fail the quest in following ways: refuse to help, attack with (Evil) option or devour them as a Mythic Swarm to gain double 14c7d76c281f40e7b7d71fea158f1023 feature.
    • Asking "I want to know more about the Shrine of the Three." is needed for more options in the next objective.

Explore the Shrine of the Three[ | ]

  • Exit the location and go to the Shrine of the Three.
  • There you will meet your old acquaintance Indarah
    • If you refuse to fight and agree to her deal you will fail the quest.
    • To avoid killing her you need to either select Mythic Legend reaction or select the two following dialogue lines:
      1. "You've failed to account for something. There isn't a single god caller among the surviving Sarkorians. They have lost that ancient practice."
      2. Hidden Knowledge (World) DC 35check(+2592xp) "Have you ever heard of the Grand Duchy of Alkenstar? They invented something called 'firearms.' They are weapons that kill from a distance, can penetrate any armor, and anyone can use."
    • If you managed to persuade her, she will fight on your side if all the way back in Defender's Heart you didn't let Pink Eye talk, otherwise she will just teleport away.
  • Regardless of Indarah's fate you will have to fight through the maze.
  • The maze combat rules:
    • You will be forced into Turn-Based mode.
    • Coordinator from the "Abyss" Combat Party, Sniper from the "Abyss" Combat Party, Vanguard from the "Abyss" Combat Party will keep spawning endlessly until the statues of Erastil, Gozreh, and Pulura are cleanesed. It is done by interacting hand icon.
    • There are six traps in the maze. You should be able to deactivate them by pressing the associated colored plates, but it seems to be bugged and the traps will remain in place. You have to force your way through them.
    • There is a bug in which, after the fight, your camera will be locked outside of bounds. Saving and loading the game fixes it.
  • After the fight if Indarah was on your side:
    • You can attack her or devour her as (Evil) Mythic Swarm to gain 49114237a7b04975af2ddb3611be38f2 feature.
    • Other options will lead to her giving you Indarah's Treatise and Introducing the Officers to Indarah's Treatise project.
  • Examine the statues and altars located in the west chamber and the poisoned river in the north section of the map.

Talk to the Foreman[ | ]

  • Return back to Mineshaft Fourteen and talk with the Foreman. Talking with him about the altar completes the quest regardless of the dialogue options you choose afterwards.
    • You can try to persuade them to leave with Diplomacy DC 45check(+1728xp) (35 if chosen Chaotic choice at first meeting) or Lore (Nature) DC 40check(+1728xp) checks. Doing so will give you Materials income +10 for your Crusade.
    • If you let them stay in the mine, you will get Scroll of Heal, Mass x2, Scroll of Restoration, Greater x2, Scroll of Raise Dead x3 and either Scroll of Harm x4 (for Dhampirs) or Scroll of Heal x3 (for everyone else)
    • You could also kill them if you so desire.

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A Refuge from the Present (2024)

FAQs

What does refuge from mean? ›

: shelter or protection from danger or distress. 2. : a place that provides shelter or protection.

Where is Captain Seilkind Act 5? ›

Captain Seilkind is quite literally standing on the threshold of an archaeological discovery — the door he found may be concealing a settlement of Sarkorians who survived the opening of the Worldwound. Unfortunately for him, he cannot get inside without the Commander's help.

What does refuge mean spiritually? ›

First, taking refuge in God means that we turn toward Him. It means turning from false refuges —all the familiar, self-reliant ways that we seek to solve or escape from life's problems. We must repent of such things as control, perfection, manipulation, withdrawal, anger, rumination, and escaping.

Why is God called our refuge? ›

God describes Himself as our refuge—supplier of protection and safety as we face danger. He also says He is our strength—giver of power and ability to face challenges of many kinds. He is our very present help in the midst of trouble. God is near us, always ready to help.

Where is Captain Teake? ›

Teake is a Gerudo who is captain of the soldiers in the barracks in Gerudo Town. If Link speaks to her, she questions what he is doing in the barracks and tells him to leave because they are on high alert due to a recent theft.

Where is Captain Haunt? ›

Captain Haunt is located at the end of The Heck Hole, which you can access by giving Maurice 25 Hecktoplasm. Fight your way past the undead Maliwan forces and a horde of Ratch to fight this ghostly Captain. Drop down this hole to reach Captain Haunt's lair. Borderlands 3 has arrived!

Where is Captain Gripper? ›

Since you've just finished talking to Tyler on Sanctuary Outpost, Cannon Cove is the closest destination. So, you'll likely want to go there before going to Sunken Grove. Head on over and search for Captain Gripper. Gripper is usually in the cave at Cannon Cove.

What does take refuge from mean? ›

Other forms: refuges. To take refuge is to find a safe place. You might take refuge under a bridge in a hail storm, or in a basem*nt during a tornado. Refuge comes from a French word meaning "to flee," and, in most cases, a refuge is a place to flee to in order to get away from people or places that are unsafe.

What does it mean to seek refuge from? ›

: to go to or into a place for shelter or protection from danger or trouble. We took refuge in a nearby barn during the storm. We found refuge from the storm in a nearby barn.

What is the Bible definition of refuge? ›

International Standard Bible Encyclopedia - Refuge

A place of resort and safety. The principal words in the Old Testament are machceh (Psalms 14:6; 46:1; 62:7,8; Isaiah 4:6, etc.), and manoc (2 Samuel 22:3; Psalms 59:16, etc.), both applied chiefly to God as a "refuge" for His people.

What's another word for refuge? ›

shelter , retreat , sanctuary, asylum, haven , safe haven, home , safe house, hiding place, ambush , cover , covert, sanctum, sanctum sanctorum, den , game preserve, nature preserve, bird sanctuary, harbor , anchorage, port , port in a storm, cloister, convent, monastery, ashram, hermitage, poorhouse, orphanage, safe ...

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