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As one of the major storyline characters in Grim Dawn, Bourbon has a lot of dialogue with the player.

Waking to Misery, talking to him with or without recieving the quest from Jarvis[ | ]

After the player's execution, Bourbon introduces the world of Cairn to them, the Aetherials, and the faction of Devil's Crossing. Bourbon then gives the player their first instructions.

John Bourbon

You're not looking too bad for someone just come back from the brink of death! You were Taken, possessed by the same creatures that have been reanimating these zombies here.

Normally I'd have you burned with the rest, to be safe, but we've lost too many people to the Dead. I need someone expendable, someone with nothing to lose but a lot to gain. Right now, you're that person.

Prove your worth to me and the survivors of Devil's Crossing may just welcome you.

  1. What is it you want me to do?Dialogue advances to section 2.
John Bourbon

The bodies of the dead are rising again in some horrible unlife. Corpses don't just get up and move around on their own.

Something is reanimating our deceased with Aetherial energy. We have observed the Dead for some time and they appear to be flooding Lower Crossing from the Burial Hill, just beyond town.

I want you to go to Burial Hill, find whatever is controlling those abominations and destroy it.

  1. Where can I find Burial Hill?Dialogue advances to section 3.
  2. I'd like to ask about something else.Dialogue advances to section Q0.
John Bourbon

Very well, but make it quick. The longer you linger, the more Dead gather at Lower Crossing.

  1. What is the situation here?Dialogue advances to section Q1.
  2. What are the Aetherials?Dialogue advances to section Q2.
  3. Nevermind. Where can I find Burial Hill?Dialogue advances to section 3.
John Bourbon

That Aetherial really scrambled your memories, huh? The world has turned into a nightmare and there are things far worse than walking corpses out there. This old prison now serves as the last human refuge in these parts.

We get the occasional drifter passing through here with tales of other sanctuaries, but nothing I've been able to confirm.

(The player has to selectContinueto advance dialogue.)

I don't think there is much left of our kind beyond these walls but ruthless bandits, strange cults and greedy salvagers eager to make a profit even in these desperate times.

You want my advice? Make yourself useful here. Your other option is to die out there.

  1. Where can I find Burial Hill?Dialogue advances to section 3.
  2. I'd like to ask about something else.Dialogue advances to section Q0.
John Bourbon

That's a tough question. Nobody knows for sure. Most of what I know is from old reports circulated by the resistance shortly after the Grim Dawn.

It is said that the Aetherials are not of this world. The Arcanists named them after the Aether they so cherish for their sorcery. Aetherials possess living creatures and corrupt the flesh into whatever horrific shape they deem necessary.

(The player has to selectContinueto advance dialogue.)

I suppose you can count your blessings that you were not possessed long enough to experience this, as far as I can tell.

  1. Where can I find Burial Hill?Dialogue advances to section 3.
  2. I'd like to ask about something else.Dialogue advances to section Q0.
John Bourbon

You will need to fight your way through Lower Crossing. Once you've crossed the stream on the far side of town, there will be a beaten path leading up to Burial Hill.

I know I'm asking a lot of you, but I'd be asking a lot of my people to welcome you with open arms too. Help up in our hour of need, and I will open Devil's Crossing to you.

  1. I'll find what's reanimating those corpses.Player receives new objectives for Waking to Misery. Dialogue ends.
  2. I need some time to consider all this.Dialogue ends.

Waking to Misery, not yet finished[ | ]

It's not needed to talk to Bourbon before completing the quest, but if the player does talk to Bourbon, he'll just suggest them to hurry.

John Bourbon

What is it now? The Dead are rising in droves and will overwhelm us with sheer numbers at the rate things are going!

Head to Burial Hill and destroy whatever's reviving them!

  1. Where can I find Burial Hill again?Dialogue advances to section 2.
  2. I'd like to ask about something else.Dialogue advances to section Q0.
  3. I'm off to Burial Hill.Dialogue ends.
John Bourbon

Head out through Lower Crossing and make your way up to the road, there should be a signpost pointing to Burial Hill, just beyond town.

Go there and find out what's causing the dead to rise!

  1. I'd like to ask about something else.Dialogue advances to section Q0.
  2. On my wayDialogue ends.
John Bourbon

Very well, but make it quick. The longer you linger, the more Dead gather at Lower Crossing.

  1. What is the situation here?Dialogue advances to section Q1.
  2. What are the Aetherials?Dialogue advances to section Q2.
John Bourbon

That Aetherial really scrambled your memories, huh? The world has turned into a nightmare and there are things far worse than walking corpses out there. This old prison now serves as the last human refuge in these parts.

We get the occasional drifter passing through here with tales of other sanctuaries, but nothing I've been able to confirm.

(The player has to selectContinueto advance dialogue.)

I don't think there is much left of our kind beyond these walls but ruthless bandits, strange cults and greedy salvagers eager to make a profit even in these desperate times.

You want my advice? Make yourself useful here. Your other option is to die out there.

  1. I'd like to ask about something else.
  2. I'm off to Burial Hill.Dialogue advances to section Q0.
John Bourbon

That's a tough question. Nobody knows for sure. Most of what I know is from old reports circulated by the resistance shortly after the Grim Dawn.

It is said that the Aetherials are not of this world. The Arcanists named them after the Aether they so cherish for their sorcery. Aetherials possess living creatures and corrupt the flesh into whatever horrific shape they deem necessary.

(The player has to selectContinueto advance dialogue.)

I suppose you can count your blessings that you were not possessed long enough to experience this, as far as I can tell.

  1. I'd like to ask about something else.
  2. I'm off to Burial Hill.Dialogue advances to section Q0.

Waking to Misery, turning in[ | ]

When the player killed Kyzogg the Reanimator, they can report their success to Bourbon, who has already noticed its effects. Bourbon then clears the player to go inside Devil's Crossing.

John Bourbon

The Dead attacks have slowed and their numbers are thinning. I take that as a sign that you've dealt with the source?

  1. I have killed the Reanimator.Dialogue advances to section 2.
John Bourbon

A creature was doing this? Disturbing. Thanks to your efforts, we may yet hold out a little longer.

Take some well-deserved time to rest and recover.

Welcome to Devil's Crossing!

  1. Thank you.Waking to Misery ends, and the player receives the rewards. Dialogue immediately advances to section 1 of the Helping Out dialogue.

Helping Out, getting the quest[ | ]

Following the defeat of Kyzogg the Reanimator, Bourbon gives the Taken a new assignment: help some of the other survivors who live in Devil's Crossing.

John Bourbon

I need some time to plan our strategy. In the meantime, there are others around Devil's Crossing who could use your help. Take a moment to mingle with your fellow survivors.

Kasparov, our resident scientist, is really eager to speak with you. He babbled some nonsense, but I believe he wants to talk about your connection with the Aetherials.

Barnabas, our handyman, said he needed help with our water pump.

(The player has to selectContinueto advance dialogue.)

When you're done assisting them, speak with me in my office inside the prison.

  1. I will speak to them.Player gets the Helping Out quest. Dialogue ends.
  2. I've had enough for right now.Dialogue ends.
  3. Where can I find them?Dialogue advances to section 2.
  4. I'd like to ask some questions.Dialogue advances to section Q0.
John Bourbon

Both are outside the Prison. Kasparov in in the house next to the giant riftgate, and Barnabas keeps his camp by the windmill on the south side, you can't miss it.

  1. Got it, I will go speak to them.Player receives the Helping Out quest. Dialogue ends.
  2. I need some time.Dialogue ends.
John Bourbon

I'll try my best to answer them. You've earned that much.

  1. The hangman called me 'Taken'. What did he mean?Dialogue advances to section Q1.
  2. What is the situation here?Dialogue advances to section Q2.
  3. What are these Aetherials.Dialogue advances to section Q3.
John Bourbon

It's our word for those possessed by Aetherials.

Taken can be difficult to distinguish from normal humans but you, or whatever possessed you, stumbled through the rift gate here and became trapped by Kasparov's wards.

As you were dangling from the gallows, we watched as the spirit left your body to die. That was when I had Jarvis cut you down.

I won't lie to you; it's not going to be easy for folks around here to get used to you... nature of the times.

  1. I'd like to ask a few questions.Dialogue advances to section Q0.
  2. Where can I find Barnabas and Kasparov?Dialogue advances to section 2.
  3. I'll return.Dialogue ends.
John Bourbon

You've gained us a small victory by killing the Reanimator, but our struggle is far from over.

  1. I'd like to ask a few questions.Dialogue advances to section Q0.
  2. Where can I find Barnabas and Kasparov?Dialogue advances to section 2.
  3. I'll return.Dialogue ends.
John Bourbon

That's a tough question. Nobody knows for sure. Most of what I know is from old reports circulated by the resistance shortly after the Grim Dawn.

It is said that the Aetherials are not of this world. The Arcanists named them after the Aether they so cherish for their sorcery. Aetherials possess living creatures and corrupt the flesh into whatever horrific shape they deem necessary.

(The player has to selectContinueto advance dialogue.)

I suppose you can count your blessings that you were not possessed long enough to experience this, as far as I can tell.

  1. I'd like to ask a few questions.Dialogue advances to section Q0.
  2. Where can I find Barnabas and Kasparov?Dialogue advances to section 2.
  3. I'll return.Dialogue ends.

Helping Out, quest in progress[ | ]

It's not needed to talk to Bourbon before solving the troubles of both survivors he points the player to, but Bourbon can remind the player about this assignment, as well as provide general information about the world.

John Bourbon

I'm still waiting for one of my scouts to report in.

Take some time to mingle with the other survivors and speak to Kasparov and Barnabas. It sounds like they could use your help.

Meet me in my office, inside the prison, when you're finished.

  1. I'd like to ask a few questions.Dialogue advances to section Q0.
  2. I'll be off then.Dialogue ends.
John Bourbon

I'll try my best to answer them. You've earned that much.

  1. Where are Kasparov and Barnabas again?Dialogue advances to section Q1.
  2. The hangman called me 'Taken'. What did he mean?Dialogue advances to section Q2.
  3. What is the situation here?Dialogue advances to section Q3.
  4. What are these Aetherials.Dialogue advances to section Q4.
John Bourbon

Both are outside the Prison. Kasparov in in the house next to the giant riftgate, and Barnabas keeps his camp by the windmill on the south side, you can't miss it.

  1. I'd like to ask a few questions.Dialogue advances to section Q0.
  2. I'm off to speak with Kasparov and Barnabas.Dialogue ends.
John Bourbon

It's our word for those possessed by Aetherials.

Taken can be difficult to distinguish from normal humans but you, or whatever possessed you, stumbled through the rift gate here and became trapped by Kasparov's wards.

As you were dangling from the gallows, we watched as the spirit left your body to die. That was when I had Jarvis cut you down.

I won't lie to you; it's not going to be easy for folks around here to get used to you... nature of the times.

  1. I'd like to ask a few questions.Dialogue advances to section Q0.
  2. I'm off to speak with Kasparov and Barnabas.Dialogue ends.
John Bourbon

You've gained us a small victory by killing the Reanimator, but our struggle is far from over.

  1. I'd like to ask a few questions.Dialogue advances to section Q0.
  2. I'm off to speak with Kasparov and Barnabas.Dialogue ends.
John Bourbon

That's a tough question. Nobody knows for sure. Most of what I know is from old reports circulated by the resistance shortly after the Grim Dawn.

It is said that the Aetherials are not of this world. The Arcanists named them after the Aether they so cherish for their sorcery. Aetherials possess living creatures and corrupt the flesh into whatever horrific shape they deem necessary.

(The player has to selectContinueto advance dialogue.)

I suppose you can count your blessings that you were not possessed long enough to experience this, as far as I can tell.

  1. I'd like to ask a few questions.Dialogue advances to section Q0.
  2. I'm off to speak with Kasparov and Barnabas.Dialogue ends.

Helping Out, turning in[ | ]

After completing the assignments for Kasparov and Barnabas, the player gets a reward from Bourbon and the next assignment.

John Bourbon

Good, you're back. I've heard good things from both Kasparov and Barnabas. You are a real asset to the community.

  1. Thank you.The player turns in the quest Helping Out and receives the reward. Dialogue immediately advances to section 1 of the dialogue for Securing Burrwitch.

Securing Burrwitch, initial dialogue[ | ]

Bourbon's next assignment, after helping Kasparov and Barnabas, is securing the riftgate in Burrwitch to allow for a deeper investigation into the large concentration of walking dead in the village.

John Bourbon

One of my scouts came back with news, making our next move clear.

The Dead are heavily concentrated in Burrwitch Village to the north, past the swamps of Wightmire. There must be a reason why. Perhaps the Aetherial behind these attacks is there.

We can't know for sure without investigating deeper.

  1. How can I help?Dialogue advances to section 2.
John Bourbon

You've proven yourself quire resourceful thus far!

Your ability to secure riftgates for human use could be a turning point in our situation. With all the activity around Burrwitch, there is bound to be a riftgate.

If you can capture it, that will give us a solid foothold in the area.

  1. How do I get to Burrwitch?Dialogue advances to section 3.
John Bourbon

Follow the road north, through Wightmire. Though, in the current state of things, you will likely need to leave the road behind well before you reach the village.

Keep pressing north and you will eventually reach the outskirts of Burrwitch. It's surrounded by a palisade wall, so you will have to find a way inside.

Once you've secured the riftgate, return to Devil's Crossing.

  1. I'm ready.The player gets the quest Securing Burrwitch. Dialogue ends.
  2. This sounds like suicide. Find someone else.Dialogue ends.

Securing Burrwitch, not yet finished[ | ]

Bourbon's dialogue before the player secures the riftgate in Burrwitch is unusually terse, just a reminder of what to do.

John Bourbon

We need a secure way into Burrwitch Village. Everything hinges on it.

  1. Will do.Dialogue ends.

Securing Burrwitch, turning in[ | ]

After securing the riftgate in Burrwitch, the player gets another reward from Bourbon, and, as usual, the next assignment.

John Bourbon

Have you found a riftgate in Burrwitch? What's the situation out there?

  1. Swarming with Aetherial corruption, but the rift gate is secure.The player gets the reward for the quest Securing Burrwitch. Dialogue immediately advances to section 1 of the dialogue for The Warden.

Giving the quest The Warden[ | ]

While the player was out in the field, Bourbon was investigating the files in the office he uses, and concluded that Warden Krieg of Devil's Crossing was possessed well before the Grim Dawn. This leads Bourbon to consider Krieg his target and task the player with killing him.

John Bourbon

Good work! While you were gone, I dug through some of the files in this office, and I think we have our target.

As you are acutely aware, Aetherials can possess humans and bend them to their will.

I always had my suspicions, but now I have little doubt: The former Warden of this prison is possessed, well before the Grim Dawn in fact.

  1. How can you be sure?Dialogue advances to section 2.
John Bourbon

There have been countless holes in the prison records, prisoners just disappearing never to be seen again. The Warden's personal logs paint a more complete picture.

He's been transferring prisoners into a secure facility underneath his mansion in Burrwitch Village for years. What for, I do not know but I'm sure it wasn't for rehabilitation. There are also several mentions of Aetherials and rift gates.

I need you to find this man, or whatever he has become.

  1. Where can I find him?Dialogue advances to section 3.
John Bourbon

Warden Krieg owned a mansion in the northern district of Burrwitch Village. The logs indicate that his facilities can be reached via the cellar.

I'm afraid I don't have more to go on, but if we want to strike back at the Aetherial power structure in the region, the Warden is our prime target.

  1. I will end the Warden's life.The player gets the quest The Warden. Dialogue ends.
  2. I need to think about this.Dialogue ends.

The Warden, not yet finished[ | ]

There is no need to talk to Bourbon before killing Warden Krieg, but if the player does talk to Bourbon, they'll be warned that Krieg is likely a nasty opponent.

John Bourbon

Any luck tracking down the Warden?

  1. Not yet.Dialogue advances to section 2.
John Bourbon

Do not underestimate the Warden. He was a cruel man, being possessed likely did little to improve his disposition.

  1. I'll be careful.Dialogue ends.
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