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GK2 Guide

How to Beat Friend or Foe

Recommended Preparation

Area

Inquisition Base & Sewers

Difficulty

Hard

How to Unlock

The endgame dilemma, waiting where the Sewers run beneath the Inquisition Base. It unlocks deep in the main line, after the town stands and the underground is open — the Battles in the Sewers quest marks the combat road in. Whatever you decide here reprices the entire ending.

Trigger

The Old God in the Sewers

How to Trigger This Quest: Fight down into the Sewers beneath the Inquisition Base until the Old God is found, then face the Red Eye question. The choice is real, binary, and priced in reputation — read both sides before you commit.

What This Quest Involves

The Red Eye Choice

Hand the Red Eye to the Old God and you buy a special sermon — and keep the ending at its standard bar. Keep the Red Eye and you renovate the attic at home into the Old God's lodging, and all six townsfolk raise their Final Battle requirement from 90 reputation to 100. The keep path adds extra requests on top — the Elegant Prosthetic among them. Pride, itemized.

What Each Path Costs

The standard bar — 90 reputation per townsfolk — already requires every character quest in the game: each pays +10, and all 51 land the six at exactly 90 alongside the 41 main quests. The 100 bar means the same ledger plus the extra requests, with zero slack left over. This is the one quest where the completionist surcharge is printed on the menu. Budget accordingly.

Step-by-Step Strategy

Weighing the Trade

  • Hand it over: a special sermon, and the ending stays at 90 reputation per townsfolk.
  • Keep it: an attic tenant at home — and a 100 reputation bar for all six, plus extra requests like the Elegant Prosthetic.
  • Check your quest ledger before deciding: the 90 bar has no slack, so the 100 bar is strictly more game.
  • Either way The Ancient One pops — the achievement does not price the choice, the ledger does.

Committing

After the choice, the road to The Last Battle is pure ledger work: character quests until the six townsfolk hit their bar, main quests until the story is current. The Sewers themselves still need clearing on the way down — the Sewer Brawl and the sewer battles are part of the approach. Walk out with the decision made and the math already done. Regret is a poor potion ingredient.

Rewards

  • The Ancient One achievement
  • The Red Eye decision, made
  • A special sermon (hand it over) or an attic tenant and a 100 bar (keep it)

Last updated: September 24, 2026

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