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Valor Mortis Chapter 6: The Curious Case of Seamus Diggory Walkthrough

Where to find Seamus in the Cursed Hollow, where the blood and wine are, and what each choice changes.

Where to find Seamus in the Cursed Hollow, where the blood and wine are, and what each choice changes.

Seamus Diggory is a soldier who has locked himself inside a log shack in the Cursed Hollow during Chapter 6: Punishment of Valor Mortis. He is convinced he is turning into a vampire, he says sunlight makes him ill, and he wants a bottle of clean blood to prove it. The side quest is short. Most of the work is getting to his door, because the game has no map, so you have to find your way from the nearest Lantern by sight.

Quick answer: From the Silent Cannons Lantern, cross the river, talk to Seamus through his window, then fill the Empty Bottle at the freshly killed pig behind the big house. Give him blood or wine to finish.


How to reach Seamus Diggory from the Silent Cannons Lantern

Once Operation Torrent was announced, Seamus abandoned his post and took refuge in a derelict shed on the far side of the river. A letter by Captain Armand de Lavigne of the 17th Light Infantry Battalion, found in the Cursed Hollow, gives this account. The route below begins at the army camp where the cannons are.

Silent Cannons
Silent Cannons. Image: One More Level
Travel to the Silent Cannons Lantern in the Cursed Hollow and rest there. A mini-boss waits later in the quest area, so start with full flasks.
Walk to the wooden platform at the water’s edge and hop right across the floating debris and planks. When you see a glowing blue bulb overhead, grapple to it to land on a rooftop, then use the next grapple point to reach the far side.
Grappling Across Flooded Platforms00:13Grappling Across Flooded Platforms
The first grapple point over the flooded river, just past the Silent Cannons Lantern. Shown at 00:13 in Ghosts of Reykjavik’s video. Image: One More Level
Leap from one floating object to the next, then use the overturned wagon you reach to cross the rest of the flooded stretch. Enemies patrol the rooftops and platforms, so take them out before making your jump.
Platforming Through the Marsh01:45Platforming Through the Marsh
Enemies wait on the rooftops above the marsh. Deal with them before the next jump. Shown at 01:45 in Ghosts of Reykjavik’s video. Image: One More Level
Once you reach the wagon, head right toward the cave next to the cannon-wielding enemy, then stop outside. Climb onto the platform nearby and wall-run across the blue wall to enter the next area.
Follow the dirt path up the rocky slope into the dark trees and past the carts. A soldier stands on the left of the upper path. Sneak up behind him for a backstab so he never raises the alarm.
Muddy Path Progression00:48Muddy Path Progression
The muddy road through the abandoned camp leads uphill toward Seamus's shack. Shown at 00:48 in Ghosts of Reykjavik’s video. Image: One More Level
Look for a barricaded log shack with orange light shining through the window slats, and use the peephole with [E] TALK TO. Seamus offers two replies, “Alternate measures?” and “Desertion?”, then asks for blood and hands you an Empty Bottle as the side quest starts.
Speaking with Seamus Diggory04:10Speaking with Seamus Diggory
Talking to Seamus at the peephole starts the side quest and adds the Empty Bottle to your inventory. Shown at 04:10 in Ghosts of Reykjavik’s video. Image: One More Level

On the climb, a red chest beside the cliff holds the Indestructible Shell amber. The chest is trapped and explodes when you open it, so be ready to take the hit or back off.


Where to find clean blood and the Bottle of Wine

Seamus’s quest entry sends you to the nearby grove for an untainted sample. From his window, keep heading right toward a large house. Watch the civilians on the way, because some of them explode if they get close.

Skip the plague-tainted pigs

You’ll pass dead pigs along the road and on the grass, and you can investigate them. William refuses to take blood from any of them because the plague has tainted it. Only one specific fresh carcass works, and it sits farther on.

Checking Diseased Boar04:50Checking Diseased Boar
The first pig on the road is plague-tainted. Investigating it does not fill the bottle. Shown at 04:50 in Ghosts of Reykjavik’s video. Image: One More Level

Seamus’s Journal pages in the big house

The run-down house next to the shack holds three journal pages. They are optional, but they explain why he wants blood. Each one is picked up with [E] TAKE.

PageWhere it liesDatedWhat it covers
Page OneInside the damaged house, low on a stoolMarch 3rd, 5thDecides vampirism will make him immortal, gets a bat to bite him
Page TwoFloorboards of the adjoining roomMarch 7thItchy bite, paler reflection, plans to worship the devil
Page ThreeOccult table of skulls and candlesMarch 10thDevil worship failed, drinking blood is his final test
Finding Journal Page One05:00Finding Journal Page One
Page One is where Seamus first decides that becoming a vampire is his way out. Shown at 05:00 in Ghosts of Reykjavik’s video. Image: One More Level

The Howler and the fresh pig

Go out through the back of the house into the yard. A Howler, a dog mini-boss that calls in temporary dog companions during the fight, guards it. Kill the adds quickly, then focus the main target. Most of its attacks can be parried. It drops an Amber, Warrior’s Fury, and can drop it early once you defeat one of its clones.

With the Howler dead, find the recently deceased pig lying in the yard near the wooden deck and investigate it. The Empty Bottle is consumed, and a Blood-Filled Bottle appears with an “ADDED TO INVENTORY” notice.

Inventory menu on the Ambers tab with Duellist's Focus selected, an orange pyramid amber, and its description panel.
The Inventory screen’s Ambers tab shows the Duellist’s Focus amber, which increases the Parry window for Melee Weapons.

Bottle of Wine in the butcher’s shed

Next to the animal pen there is a shed with carcasses hanging from the ceiling. A Bottle of Wine sits on a barrel among the crates inside. Picking it up triggers a quest update for The Curious Case of Seamus Diggory.

Bottle of Wine
Bottle of Wine. Image: One More Level

Seamus only offers a choice if you carry both bottles. If you bring only the blood, that is what he gets.


Give Blood or Give Wine: what each choice does

Go back to the shack and talk to Seamus through the window again. With both items in hand, the prompts read [E] Give Blood and [E] Give Wine. You hand over only one bottle, and the outcome is final once you pick.

ChoiceSeamus’s reactionRewards
Give BloodHates the taste, realizes he is still human, despairsFerrofluid Flask Power Upgrade, Blood and Wine trophy
Give WineThinks it is blood, celebrates his “transformation”Ferrofluid Flask Power Upgrade, Blood and Wine trophy

Both bottles finish the quest and unlock the same upgrade and trophy, so the choice comes down to how you want the story to end. The blood breaks his delusion and leaves him convinced he has no protection from the plague. The wine leaves a harmless deserter happy in his shed, believing something that isn’t true.


How to confirm The Curious Case of Seamus Diggory is complete

  • When his dialogue ends, the “THE CURIOUS CASE OF SEAMUS DIGGORY / QUEST COMPLETE” banner appears.
  • The bottle you handed over is removed from your inventory.
  • A Ferrofluid Flask Power Upgrade appears in its place, along with a Catalyst payout.
  • The Blood and Wine trophy unlocks. It is a Bronze trophy and one of six side-quest trophies.

You can’t miss the quest. The shack, pig, and wine barrel remain where they are, so you can finish it later by revisiting the Cursed Hollow’s Silent Cannons area.


Items you pick up on the Seamus route

The trip from the Lantern to the shack and back also yields a handful of materials and consumables. Along the wetland trail you pass a second Lantern to rekindle, and just past it a pulsing corruption node sits beside a small rock cavity holding a Legendary Catalyst Clot. Crude Blade Material, Special Ammunition, and two Flaming Whetstones also turn up along the way.

ItemTypeWhat it doesValue
Ferrofluid Flask Power UpgradeUpgrade materialRaises flask healing at a Lantern$3,000
Legendary Catalyst ClotConsumableGrants 1000 Catalysts when usedBuy 2000, sell 1000
Crude Blade MaterialUpgrade materialUpgrades Saber, Rapier, Claymore$1,500
Flaming WhetstoneConsumableWeapon sets enemies alight for a few hitsBuy 300, sell 150
Special AmmunitionPickupAmmo, in stacks of 1, 2 or 4—
Indestructible ShellAmberCuts explosion damage 40% / 50% / 60%3 ranks

You can carry up to 99 Legendary Catalyst Clots, and Lucjan sells them later in the story, five in stock. Flaming Whetstones cap at three carried. Howlers drop them at 3 percent, and James’s Iron Bench stocks them from Chapter 5. Crude Blade Material goes into weapon levels 2 through 4 for the Saber, Rapier, and Claymore, at one, two, and three pieces per level.


Using the Ferrofluid Flask Power Upgrade

There’s no need to return to Seamus to use the reward. Follow the route onward into a canyon, then go through a brief tunnel to reach another flooded village, with a Lantern in the square. Use the Lantern to increase your Ferrofluid Flask’s healing.

Ferrofluid Flask Power Upgrade
Ferrofluid Flask Power Upgrade. Image: One More Level

A flask starts at 50 healing, and each potency level adds 10. The material cost climbs as you go, so the single upgrade from Seamus pays for exactly the first level.

Potency levelHealing per flaskPower Upgrades needed
Base50—
1601
2702
3802
4902
51003
61103
71203
81304
91404

You can carry five Ferrofluid Flasks, and each Empty Ferrofluid Flask you find adds one more charge. Beyond quest rewards, Power Upgrades come from chests, including two in the Cursed Hollow. Louis’s Laboratoire also sells one at a time, with fresh stock at the start, from Chapter 5 (Crime), and from Chapter 9 (In Ruins).

Whichever bottle you hand through the peephole, you walk away 10 points of healing per flask stronger, with a Bronze trophy and a sad, strange story about a soldier who wanted badly to stop being afraid.