A Dying Forest in Greedfall 2
A Dying Forest is a quest in Greedfall 2: The Dying World. You must confront the trappers and drive them off by any means necessary.
Greedfall 2: The Dying World is heavy in the choices matters side of things, from losing reputation to gaining reputation depending on a single choice. Some quests have a variety of these choice sections throughout. Therefore…I won’t be going through all the choice outcomes.
A Dying Forest
Find out what’s causing the game to disappear in the Ancient Forest
Speak with Denid in town to progress this quest.
Find the clan hunters
In the open world, travel along the path that will take you to your destination.
At some point, you’re going to come across a couple hounds. Feel free to bypass these enemies or fight them.
Eventually you’ll come across an area that’s highlighted in yellow on the mini-map, and around the southern border of it is a camp with a workbench. By activating tracking here, you can find footprints left behind.
East of the initial set of footprints, there’s a survival skill-check. If you succeed, the footprints will glow for you along the path for you to follow. If you fail, you’ll have to find the path on your own.
Go north over a wooden tunnel bridge and then head east, and you should see the clan hunters in the distance.
Help the hunters
You’ll want to take out the pack leader and hounds surrounding our clan’s members.
Two people are caught in traps, and you’ll need to use a mechanics skill check on both of them to see if you succeed in disarming the traps, or fail and make matters worse.
After all that’s done, you’ll need the following:
- 2 minor lizard ointments
- 2 minor healing potions
The recipe for Minor Healing Potion requires:
– Alchemy Level 0
– Level 1
– Grey-Leaved Cistus
– Animal Saliva
The recipe for Minor Lizard Ointment requires:
– Survival Level 1
– Level 3
– Large Spotted Arum
– Animal Bile
– Purple Canna Lily
You should have materials at least for the healing potions, which you can check by returning to the camp with the workbench and seeing if you can craft them. If you can, do so. If you don’t have all the mats, I suggest looking for them.
As far as the lizard ointments go, I spent ages trying to find one of the ingredients to no avail, so I fast-traveled back to town and spoke with Armal to buy two of them.
You can buy the two potions, but crafting them just saves money.
By speaking with Armal, he gives you the quest:
- The Missing Scales
After you’ve acquired the items, return to the hunters and speak with Congubar.
Investigate the trappers
The trappers are in a camp to the east–just watch out for traps.
Approach their line of sight to initiate a conversation.
Drive the trappers away
Once again, enter their line of sight.
If you try to make a move to set up an attack on the trappers, it’s not going to do anything. The moment they see you, even if it’s from an attack, a cutscene will begin and your attack and battle layout will have been done for nothing.
By speaking with them, you’ll be prompted with several choices:
- Negotiate their departure:
- Offer a trade to get them to leave (Nilan: Reputation -2) (Sheda: Reputation -1)
- Pay them (2500) to leave
- [Diplomacy] Try to intimidate them by telling them about the theft (Nilan: Reputation +1) (Sheda: Reputation +2)
- [Diplomacy] Try to intimidate them to make them leave
- Attack them (Bridge Alliance: Reputation -2) (Nilan: Reputation +2)
Obviously, your best choice is to be diplomatic, for the most part. Just know if you fail a diplomatic skill-check, you’ll end up fighting them.
Once you’ve driven them away, the quest completes, and you can either continue with Doneigad’s Initiation or A New Evil.










