Welcome to guides4gamers.com

Running like Clockwork, Divinity: Original Sin 2 Quest

Walkthrough for the quest Running like Clockwork in the game Divinity: Original Sin 2. This page covers all main objectives, key steps, or helpful tips to guide you through the quest smoothly. Whenever possible, the guide points out locations for key items and details interactions with NPCs, among other tips. To ensure maximum clarity, in-game screenshots are included for easy-to-follow visual guidance.

Quest Group: Chapter 5 - The Nameless Isle

Starting Map: The Nameless Isle

To start this quest you should talk to the spirit of Knight of Xantezza.

We learned that the Imp Gem was taken by the Black Ring. Without the Gem, we cannot enter the Imp Temple.

Running like Clockwork

Related points of interest

Icon of NPC Knight of Xantezza The Nameless Isle
Icon of NPC Dagger and Snout (lvl 17) The Nameless Isle
Icon of Other Large Ruby The Nameless Isle
Icon of Other Impish Handbook The Nameless Isle
Icon of Other The Core The Nameless Isle

Quest stages of Running like Clockwork

1. Wargs

Kill Dagger and Snout (lvl 17).

The Black Ring Wargs won't be an issue for us any longer.

Wargs

2. Used Gem

Pickup and use the Large Ruby.

We found an unusual talking gem.

Used Gem

3. Sent To Realm

The gem transported us into a Pocket Realm hidden inside it.

Sent To Realm

4. Time Slowed

All your characters are slowed (-50% movement speed). To remove this effect you need to reach and activate the Hyperdrive Protocol valve.

It seems that this Pocket Realm is the Imp Temple. It appears to be abandoned, and time passes more slowly inside it.

5. Imp Diary

Take Impish Handbook from the Imp corpse and read it.

Apparently we ought to deactivate the core of the Pocket Realm in the event of an emergency. The core is supposed to be very dangerous, and we should 'follow the pipes' in order to remain safe.

Imp Diary

6. Core Info

Something happened to the core of the Imp Temple - it went out of control and killed all who were inside it.

7. Core Deactivated

Note: You only have ONE combat turn to get to the core after it spots you, before it unleashes a deathfog that immediately kills the whole party, including undeads.

The easiest way to deactivate the core is to use the pipes to get as near to the core as possible without being spotted.

We deactivated the core.

Core Deactivated

Core Deactivated

Core Deactivated

7.1. End

The core seems to be stable once more.

7.1.1. Quest Reward

Quest Reward

8. Close Left TNI

We have ventured onwards. It seems that we will never uncover the mysteries of the Imp Temple.