Gaming Guide

Valor Mortis: The Deserter Walkthrough for All 3 Anubis Figurine Pieces

Where to find the Wanted Notice, the Beekeeper's Hut Key, all three Anubis Figurine Parts and the Bountiful Harvest reward.

Where to find the Wanted Notice, the Beekeeper’s Hut Key, all three Anubis Figurine Parts and the Bountiful Harvest reward.

White beehive boxes among purple lupins in the Vale of Wrath meadow

The Deserter is a side quest in Valor Mortis that opens in the Vale of Wrath during Chapter 5 (Crime). Its target is Private Henri Dufour, an Eternal Guard who ran from his regiment with a stolen Egyptian relic. The relic broke into three pieces, and Dufour hid each one inside a beehive. You need to find the right hives and leave the rest alone, because some of them are full of plague-maddened bees.

Quick answer: Read the Wanted Notice west of the Under the Bridge Lantern, beat the Eternal Guardsman for the Beekeeper’s Hut Key, read the diary inside, then open the three hives with no red X.


The Deserter quest requirements and rewards

Everything in the quest happens in one region, and none of it is locked behind other side quests. Valor Mortis has no in-game map, so you navigate by Lanterns and landmarks. Each location below is given relative to a Lantern you can fast travel to.

DetailValue
Quest typeSide quest
RegionVale of Wrath
ChapterChapter 5 (Crime)
Starts withWanted Notice
Key neededBeekeeper’s Hut Key
Items to collect3 Anubis Figurine Parts
RewardsAnubis Figurine, Bountiful Harvest, 2,500 Catalysts
Bonus pickupPerfectionism (hut chest)
AchievementHand in the Jar

The quest is not missable. If you push past the area during Chapter 5, you can fast travel back to the Vale of Wrath later and finish it.


How to start The Deserter: Wanted Notice location

Start from the Under the Bridge Lantern in the Vale of Wrath. Read the Wanted Notice before you go anywhere near the beekeeper’s hut, because the diary inside the hut only appears after you have picked up the notice.

Leave the Under the Bridge Lantern and follow the path that passes under the bridge. Keep going along the wooden walkways toward a damaged wooden platform and small cabin roughly 70 m west of the Lantern. You can grab two Flaming Whetstones on the platforms along the way.
Find the poster lying on the cabin floor and face it until the [E] TAKE prompt shows up. Press E to pick up the Wanted Notice.
Finding the Wanted Notice00:30Finding the Wanted Notice
The Wanted Notice on the cabin floor. Taking it is what starts the quest. Shown at 00:30 in Ghosts of Reykjavik’s video. Image: One More Level
Read the notice. It is a desertion warrant for Private Henri Dufour of the Eternal Guard, signed by Commandant Jules Leclerc. It charges him with desertion and theft and warns that anyone who helps him will be treated as a traitor. The “NEW SIDE QUEST” banner for The Deserter appears, and William says, “Not only a deserter, but a thief as well. I suppose if one is to turn rotten, they may as well go all the way.”
Starting "The Deserter" Quest00:41Starting "The Deserter" Quest
The New Side Quest banner confirms The Deserter is now in your log. Shown at 00:41 in Ghosts of Reykjavik’s video. Image: One More Level

To confirm the quest started, open Quests > Side Quests > The Deserter. The first entry describes Dufour as accused of fleeing and stealing something valuable, with a bounty on his capture.


Beekeeper’s Hut location and the Eternal Guardsman

About 150 m west of the Wolfsbane Field Lantern, a wooden cabin with a sharply pitched shingle roof stands beside a meadow of purple lupins and small white beehive boxes. From the Wanted Notice, reach the hut using two grapple points.

Continue along the forest path from the cabin until it splits. Take the right-hand branch and follow it uphill.
Look for the glowing blue grapple point over the gap. When it is in range, aim at it and press Interact to pull yourself up to the ledge.
Traversal to Beekeeper's Yard01:13Traversal to Beekeeper's Yard
The first grapple point on the climb toward the beekeeper's meadow. Shown at 01:13 in Ghosts of Reykjavik’s video. Image: One More Level
Use a second grapple point to get over the thick shrubbery blocking the path. You land at the top of a slope, with the hut ahead and the hives off to the left.
Firearm raised toward a wooden hut at the edge of a forest meadow
The beekeeper’s hut at the edge of the apiary meadow.

Eternal Guardsman fight

An Eternal Guardsman guards the meadow. He wears a red coat, a tall bearskin hat and a gold mask, and fights with a sabre. He fights like a fencer, sprinting in and closing distance with heavy lunges. Parry when you can and use Stasis to slow him down. Use your whetstones or other buffs before the fight starts.

Weapon aimed at an enemy standing near the forest hut, ammo counter at 05/15
The guard waiting in front of the hut. He has to go down before you can get inside.
LevelHealthCatalysts
15001,200
27001,500
38501,800
41,0002,100
51,1002,400
61,2002,700

An enraged Eternal Guardsman has 3,200 health, and his Stasis gauge has 4 segments. He takes 50 percent less ranged, explosive and ignite damage, 50 percent less ignite buildup, and 30 percent less infection. Melee is not on that resistance list, so your blade does full damage while your pistol and fire do half.

When he falls, the Guardsman drops the Beekeeper’s Hut Key along with his Catalysts and a new journal entry. A pack of Deadly Rounds usually lands beside his body as well. The key’s description calls it the beeswax-stained key to the hut that became the deserter’s hideout.


Inside the Beekeeper’s Hut: Deserter’s Diary and Perfectionism

The hut is a single lamp-lit room with a dead man lying beside a bedroll. It holds two things you want, the diary that moves the quest forward and a chest with an Amber in it.

Approach the hut and press E when the [E] INTERACT prompt appears. A confirmation tells you the Beekeeper’s Hut Key unlocked the door.
Defeating the Guard & Entering the Hut01:37Defeating the Guard & Entering the Hut
The door opening message means the key worked. Shown at 01:37 in Ghosts of Reykjavik’s video. Image: One More Level
Pick up the Deserter’s Diary inside the room with the [E] TAKE prompt. Notes are highlighted the same way the Wanted Notice was.
Highlighted note on a wooden floor showing the E Take prompt
A note highlighted on the floor with the Take prompt. Quest documents are picked up this way.
Read the diary. Dufour explains that he ran because he refused to drink the “forsaken vial” that turns Eternal Guards into monsters. He hoped to sell what he stole to buy safe passage home, but it broke into three pieces, which he hid separately, trusting the bees to guard them.
Looting Hut & Reading Deserter's Diary01:56Looting Hut & Reading Deserter's Diary
Reading the Deserter's Diary triggers the quest update that sends you to the hives. Shown at 01:56 in Ghosts of Reykjavik’s video. Image: One More Level
In that room, hold the [E] OPEN (HOLD) prompt to unlock the red chest with gold fittings. Inside is the Amber Perfectionism.
Reticle centred on the red chest inside the hut
The red chest inside the hut holds the Perfectionism Amber.

Reading the diary triggers a quest update. William asks whether the seclusion “utterly wrecked his mind,” and the log now asks where Dufour hid his loot and what the bees have to do with it.

Perfectionism raises your melee damage while your Health is full. It has three ranks, and three copies are placed in the world, inside chests in the Valley of Ashes, the Caverns and the Vale of Wrath.

Perfectionism rankMelee damage at full Health
1+10%
2+15%
3+20%

How the beehives work: Red X marks and the Beekeeper’s Note

Each figurine piece is in one of three apiaries spread across the Vale of Wrath. Every group mixes marked and unmarked hives, and the rules are the same for all three.

  • A hive with a red painted X releases a purple swarm, deals 25 damage to William’s 140 Health, and holds nothing.
  • The hive holding a figurine piece never has a red X.
  • The [E] INTERACT prompt only shows up when you aim at the small board over the hive entrance, not at the roof or the sides.
  • You can collect the pieces in any order, and William keeps count as you go.
E Interact prompt on the small latch at the front of a roofed beehive
Aim at the entrance board on the front of a hive to get the Interact prompt.

On the grass near the hut, beside the hive marked with a red X, you’ll find the Beekeeper’s Note. The beekeeper records that some bees became hostile when the plague arrived and that he marked the dangerous hives to keep people away. Reading the note updates the quest, and William observes that certain hives pose more danger than others.

Three wooden hives in a forest, each marked with a red X, with a sword held in view
Hives painted with a red X hold hostile bees and no figurine piece.

If the Beekeeper’s Note does not give you a prompt, collect the first figurine piece from the hut apiary and then come back to read it.


All 3 Anubis Figurine Part locations

PieceApiaryNearest referenceHive faces
1/3Hut meadow13 m north of hut doorEast
2/3Woods before the camp53 m south of Poisoned Camp LanternNorth
3/3Ruined timber house40 m north-east of Under the Bridge LanternNorth-west

Anubis Figurine Part 1: Hut meadow

Leave the hut and head right toward the hives. About 13 m north of the door, at the group’s farthest point from the hut, is the unmarked square hive containing the piece. Approach from the east, facing the entrance board. William identifies the treasure as a broken figurine and notes that three pieces must be found.

Collecting Figurine Part 01/0302:35Collecting Figurine Part 01/03
The first Anubis Figurine Part comes out of the unmarked hive next to the beekeeper's hut. Shown at 02:35 in Ghosts of Reykjavik’s video. Image: One More Level

Anubis Figurine Part 2: Woods before the camp

At the fork, choose the left-hand path toward the fortified camp. Continue along the muddy road past ruined wagons and barricades; a Pure Blade Material rests on the ground there. Before arriving at the camp’s wooden walls, check to the right for a little hive nook amid purple lupins, roughly 53 m south of the Poisoned Camp Lantern. Nearing it, William hears the bees and says, “Bees buzzing… That hive’s worth a closer look.”

Saber upgrade menu with a locked level 5 perk called Pursuit selected and a red unmet Pure Blade Material requirement.
The Saber menu shows the Pursuit perk, which is unavailable until level 5 and needs 1 Pure Blade Material.

Find the piece in the unmarked square hive on the cluster’s right-hand side; its entrance faces north. With the ground’s uneven slope, the roof may be all you can see at first, so back away until the entrance board is visible. After you pick it up, William confirms it with, “The second piece of the figurine. That leaves one more to be found,”

Anubis Figurine Part 3: Ruined house past the iron gate

Sprint across the palisade camp and use the wooden ladder on the right to reach the elevated walkways. Drop down beyond the timber buildings, then continue to the long bridge you passed beneath earlier.
Anubis Figurine Part
Anubis Figurine Part. Image: One More Level
Cross the bridge and clear out the cannon monstrosity and the Iron Regiment troops waiting on the far side. Use your Stasis Transmutation on the iron gate to freeze it open, then walk through.
On the street of wooden houses, go through the first door on your right and out into the enclosed back yard. This ruined timber house is about 40 m north-east of the Under the Bridge Lantern.
Ignore the three hives you see first. The unmarked hive sits slightly to their left, set a little apart, with its front facing north-west. Open it to collect the last piece.

Loot on The Deserter route

Three useful pickups sit along the quest path. Two are on the walkways before the Wanted Notice and on the road to the second apiary, and the third is the Guardsman’s drop. All of them can also be bought later at James’s Iron Bench.

ItemEffect or usePriceIron Bench stock
Flaming WhetstoneWeapon burns enemies for a few hits300 (sells 150)From Chapter 5
Pure Blade MaterialSaber, Rapier, Claymore upgrades3,0001 from Chapter 5, 2 from Chapter 9
Deadly RoundsBoosts damage for several upcoming Pistol shots200 (sells 100)From the start

You can carry up to 3 Flaming Whetstones and up to 3 Deadly Rounds. Pure Blade Material upgrades blades from level 5 through 7, costing one at level 5, two at level 6 and three at level 7 for each of the Saber, Rapier and Claymore. The Eternal Guardsman also has a 2 percent chance to drop one.


The Deserter completion: Anubis Figurine and Bountiful Harvest

The quest ends the moment you take the third piece, and you don’t need to hand anything in. The “QUEST COMPLETE” banner appears for The Deserter, and William says, “There! The last piece. The figurine looks Egyptian… Better keep it.”

Bountiful Harvest
Bountiful Harvest. Image: One More Level
  • The three parts are removed from your inventory, and the assembled Anubis Figurine is added under Inventory > Key Items > Quest Items.
  • The Bountiful Harvest Amber is added to Inventory > Ambers.
  • Your Catalysts go up by 2,500.
  • The Hand in the Jar achievement unlocks, with the description “Complete the Deserter quest.”
  • The quest log entry switches to Completed, noting the Egyptian figurine was in the last apiary.

The figurine’s description ends by asking whether it was worth the life Dufour paid for it. After the quest, the Anubis Figurine also shows up as an object in the Abandoned Church hub.

Bountiful Harvest restores Health whenever you pick up Nephtoglobin Remnants. It has three ranks, and you equip it at a Lantern. A fresh copy appears in your inventory as Upgrade Level 1 / 3. If you already own one, the quest reward raises its rank.

Bountiful Harvest rankHealth per Remnant
13%
24%
35%