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ELEX 2: Spare or Kill Marwin?

March 14, 2022 by Peter Hunt Szpytek

A life or death decision.

Completing side quests in ELEX 2 is an important part of leveling up and progressing Jax’s skills. As a result, completing as many as possible in the early hours of the game is essential if the player wants to be able to survive the hostile wastes of ELEX 2‘s world.

Tilas is a character important to the early sections of ELEX 2 as the game’s first introduced alchemist. He, like many other side characters, will offer a quest to the player that they should consider completing as it’s relatively straightforward and, as mentioned above, experience points are essential in the early stages of the game.

When prompted, accept Tilas’ quest offer after talking to him in the Berserker’s Fort. This will start the quest “Tilas’ Apprentice” which features a choice that players will want to think over before completing.

More ELEX 2 guides:

What Abilities To Unlock First | How to Join the Albs Faction | Caja Companion Guide | Nyra Companion Guide | How to Join the Clerics Faction

How to Deal With Marwin

After being briefed on what Tilas wants, head to the quest marker. Once there, you’ll run into an outlaw named Sid who’s trying to kill Tilas’ apprentice Marwin. As you talk to Sid, make sure to be clear about what you want as the conversation can result in a few different perilous outcomes depending on what you say.

The three options available are to kill Sid, let Sid kill Marwin, or convince Sid to back off. Killing Sid is pretty straightforward, but the player will need to be prepared for a fight against a seasoned outlaw. Convincing Sid requires the player have at least 20 Strength as that’s what’s required to intimidate him into leaving. Letting Sid kill Marwin takes a few more steps and updates the map marker. Head towards it and fend off the two monsters attacking Marwin when you arrive.

Speak with Marwin and he’ll extend a hand offering you a space at his camp. From here you can kill Marwin, convince him to leave, or change your mind and go back to kill Sid. Convincing Marwin to leave requires the player have 30 Intelligence. You can also pay him 300 shards to leave, but that option is obviously pricey and might be too expensive depending on how much money you’ve acquired up to this point.

Killing and sparing Marwin both result in Tilas putting a good word in for Jax with Fenris, but after sparing him, Marwin will give the player a Mage’s Potion which permanently increases your Intelligence stat by 1. If you kill Marwin, Sid will give you 400 Shards and the Outlaw faction will look more favorable to you when you encounter them later in the game.

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Category: FeaturesTag: elex 2, Guides, PC, PS4, PS5, Xbox One, Xbox Series S, xbox series x

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