Finding the Divinity Original Sin 2 Forgotten Cell: Why You Keep Missing It

Finding the Divinity Original Sin 2 Forgotten Cell: Why You Keep Missing It

You've probably been there. You are wandering through the dank, depressing hallways of Fort Joy, trying to figure out how to escape without getting your soul purged by a Magister with a bad attitude. You think you've seen everything. You’ve talked to the fire slugs, you’ve found the teleporter gloves, and you’ve probably murdered Kniles the Flenser more times than you can count. But then you hear about it: the Divinity Original Sin 2 Forgotten Cell. It sounds like some legendary, hidden piece of DLC or a secret boss room. Honestly? It's much simpler than that, but in a game where every pixel matters, missing a single room feels like a personal insult to your completionist soul.

It’s easy to miss. Really easy.

Most players stumble upon it by accident or never at all. It isn't a massive dungeon. It's not a ten-hour side quest. But it is a perfect example of why Larian Studios' level design is so dense. You’re literally walking over secrets. If you don't have the right stats or you aren't looking at the ground, you'll walk right past one of the earliest lore-heavy moments in the game.

Where is the Divinity Original Sin 2 Forgotten Cell anyway?

To find it, you have to get cozy with the Caverns. You know the spot—where Saheila and the other elves are hiding out, trying not to get caught by the Magisters. There’s a spot in the back of the cave where some kids are playing. If you have a high enough Wits stat, your character will suddenly stop and do that little "I've found something" animation. A mound of sand appears.

You need a shovel. Always carry a shovel in this game. Seriously.

If you don't have a shovel, you can use a Lizard character to dig with their claws. Once you dig, you reveal a trapdoor. This leads you straight into the Divinity Original Sin 2 Forgotten Cell. Inside, it's cramped. It's dark. And it contains Lord Withermoore.

This isn't just a room; it’s the start of the "Withermoore’s Soul Jar" quest. It’s one of the first times the game hits you with the reality of what "Source" really is and the eternal torment involved in messing with it. Withermoore is a literal skeleton pinned to a wall by a massive spear. He’s been there for centuries. It’s grim.

The Withermoore Problem

Talk to him. Or, well, listen to him rattle. He’s been stuck in this cell because King Braccus Rex—the guy everyone in Rivellon loves to hate—decided to pull his soul out and stick it in a jar. But he didn't just kill him. He left his body pinned here to rot forever.

He asks you to go into the Fort Joy prison—specifically the Ancient Passage—to find his Soul Jar. If you break it, he dies. But for him, dying is the goal. It’s a mercy. This is where the game tests your willingness to go off the beaten path. If you agree to help him, he tells you about a secret lever in the main floor of Fort Joy that opens up a hatch.

Basically, the Divinity Original Sin 2 Forgotten Cell acts as a shortcut and a lore primer. It links the "surface" world of the Fort Joy slums to the deeper, more dangerous underground levels. If you're trying to speedrun or just want the most efficient path to the escape routes, this is your golden ticket.

Why people get confused

Look, "Forgotten Cell" is a bit of a generic name. Some players get it mixed up with the Holding Cells where you find Master Arnolds or the various cages in the Magister’s barracks. But the specific "Forgotten Cell" is that one hidden under the sand in the elf caves.

There's also a bit of a bug—or maybe just a quirk—where players find the trapdoor but can't interact with it. This usually happens if your Perception/Wits isn't high enough to "officially" discover it. You can't just click the ground where you know the hole is; your character has to actually see it first. Use Peace of Mind or eat some food that boosts Wits if you're struggling to trigger the discovery.

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The Loot and the Leverage

Is it worth going down there? Yes.

Aside from the quest, the cell itself has some minor loot, but the real prize is the spear stuck in Withermoore’s chest. It’s called Withermoore’s Polearm. It’s a decent early-game weapon if you have a Finesse-based character, though you need a bit of Strength to pull it out. If you fail the Strength check, you can’t get the spear, which is a bummer, but it doesn't break the quest.

Also, helping Withermoore pays off later. When you eventually reach the barrier in the Magister’s vault, Withermoore’s spirit can actually show up to help you open the path if you’ve played your cards right. It’s a small detail, but it makes the world feel lived-in. Your actions in a tiny, forgotten hole in the ground actually ripple outward.

How to make the most of this encounter

If you want to maximize your time in the Divinity Original Sin 2 Forgotten Cell, follow these specific steps. Don't just rush in.

First, make sure you talk to the kid named Mody in the caverns. He's the one who usually leads you toward the general area. If you play hide and seek with him, he’ll eventually point you toward his "friend" (Withermoore). This makes the discovery feel a lot more natural.

Second, check your party composition. If you have a character with the Pet Pal talent, talk to any rats nearby. They often give hints about the walls or the atmosphere of the place.

Third, don't break the Soul Jar immediately once you find it later. You can actually carry it with you. There are various interactions involving Soul Jars throughout the game, and while Withermoore’s is specifically tied to his quest, it's a good lesson in how the game handles quest items. You have choices. You can be a jerk and keep him trapped, or you can be the hero.

Common Mistakes to Avoid

  1. Forgetting a shovel: I mentioned it before, but seriously. Don't be the person who has to run all the way back to the beach because you forgot a basic tool.
  2. Ignoring Wits: A lot of players dump all their points into Strength or Intelligence early on. Give someone—usually your archer or rogue—some Wits. You’ll miss 30% of the game’s content if you don't.
  3. Killing Withermoore: Don't just attack the skeleton. You’ll miss the quest and the subsequent help he provides.

The Divinity Original Sin 2 Forgotten Cell isn't going to give you end-game legendary armor or make you a god instantly. But it represents what makes this game great. It’s a secret hidden in plain sight. It’s a tragic story told through a single NPC and a pile of sand. It’s the kind of thing that makes you want to click on every suspicious-looking patch of dirt for the next 100 hours.

Next time you're in the caverns, stop looking at the map. Look at the environment. Listen to the kids playing. Dig. You might just find a centuries-old knight waiting for you to end his nightmare.

Actionable Steps for Your Playthrough:

  • Boost Wits Early: Ensure at least one party member has a Wits score of 12 or higher by the time you reach the Caverns to ensure the mound spawns.
  • Acquire the Shovel: Grab the shovel located near the ruined bridge where you first encounter the Magisters or on the beach near the shipwreck.
  • Interact with Mody: Win the game of hide and seek to get a direct waypoint to the hidden hatch, which saves you the trouble of pixel-hunting.
  • Save the Spear: If you have a character with 12+ Strength, pull the spear from Withermoore’s chest for an immediate early-game gear advantage.
  • Visit the Ancient Passage: After speaking with Withermoore, head to the Fort Joy dungeons to find the jar labeled "Withermoore the Supplicant" to progress the quest.