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Pillars of Eternity 2 Video-Based Walkthrough by David Milward

INTRODUCTION | CHARACTERS | COMBAT RULES | AREAS
About the Walkthrough | About the Maps | About the Author
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AREAS: PORT MAJE | FORT DEADLIGHT | NEKETAKA | SOUTHERN DEADFIRE | KANGATI ISLANDS | WAKARA REEF | OATHBINDER'S SANCTUM | TEHIWAI | RETURN TO NEKETAKA | WEST WAKARA REEF | SAYUKA | BURNING SHOALS | BEAST OF WINTER | HASONGO | SLAVERS (GOOD) | SLAVERS (EVIL) | RIKIHU'S MAW | MAGRAN'S TEETH | SEEKER, SLAYER, SURVIVOR | PRINCIPI | VAILIAN TRADING COMPANY | SPLINTERED REEF | FORGOTTEN SANCTUM | MEGA BOSSES | UKAIZO

Fort Deadlight: To Fort Deadlight | Fort Deadlight | Fort Deadlight Dungeon | Fort Deadlight Court | Fort Deadlight Donjon

Fort Deadlight

Fort Deadlight

*EVIL NOTEs* I must note at the outset that the evil party intends to avoid any dialogue options that could increase their reputation with the Principi. The reason being that I want the Principi to become hostile towards me, enough so that an elite Principi ship will attack me so that I can loot a specific item from it. Even behaving negatively towards the Principi after gaining positive reputation will only result in a mixed reputation with them, and the ship won't appear. It is important for this objective to avoid gaining any positive reputation at all with the Principi.

I also intend to gain as much postive reputation with Serafen as I can, and avoid losing any with him whenever I can. The reason is that I want to gain a useful hat at the conclusion of his personal quest, A Sorcerer and a Gentleman.

*Evil* Hati

I start off at #1 on the map of Fort Deadlight. Now I kill Peredyne for good. As an aside, I wish there was a better way to discard a hireling I don't want anymore.

Eder gets his Pet, a Dog named Hati at #4. The key reason for having this Pet for Eder is that its +1 Might bonus for its owner helps Eder reach the 25 Might that will be needed to wield Amra at its full power from the very start of combat. The +5 to Reflexes for allies is sugar on top.

*Evil* No-Nut Ned

I briefly leave Fort Deadlight and return to my ship. I switch out Eder now that he has Hati. I now bring in Aloth, and Mabel. I still need the latter for dealing with traps and doors.

I go south and speak to No-Nut Ned at #6. The one equippable item that I purchase from him are the Boots of Evasion for Aloth. The simple idea is that the +8 bonus to Reflexes will augment Aloth's use of Adept Evasion when he gets that ability.

I also buy Oysters from him, since it will be an ingredient for Food items that provide powerful Resting bonuses later on.

A Sorcerer and a Gentleman

The Good party has different Pets in mind besides Hati.

I go south and purchase the Boots of Evasion. I'll hold onto them until Ydwin joins the good party.

I go a little wester, and Serafen wants to talk to me. He's keen on finding a man named Remaro, to which Alliria agrees out of sympathy. The conversation starts Serafen's personal Quest, A Sorcerer and a Gentleman.

Sceydwin

I speak to a woman named Sceydwin, who's been bound to a stake at #8. Alliria unties her and sets her free. I then go through the door at #10.

*Evil* Sceydwin

Zarathos spits on her to earn Cruel disposition and then leaves. I likewise go through the door at #10.

Deadlight Court

Syryi the Siren

I start off at #1. Serafen advises that Siryi the Siren may have information, but that any encounter between them is bound to be unpleasant.

She is willing to offer information both about finding Remaro and finding Benweth. Any skill checks you make won't matter much. They only affect the specific wordings of her responses. Although I do make a Diplomacy check of 6 to avoid the Honest option, which would have lost reputation with Serafen.

*Evil* Zarathos tends to choose neutral responses to avoid offending either Serafen or Xoti.

Mirke

Now I speak to Mirke at #3. She suggests that I can coax Benweth out of his quarters by starting a party. And the party can be started with a bottle of God-Killer's Rum that has just recently been shipped in. I leave out the door at #1.

Fort Deadlight

God-Killer's Rum

Now I am back at the door at #10 on the map of Fort Deadlight. I go east and up the stairs to #5, where I run into Unlucky Acret.

It's easy enough to get her to leave her post by telling her that Snake Eyes Condwen has been cheating at his dice games, and at her expense. She immediately leaves to confront him, and I can safely go through the stairs without raising any alarm.

That brings me to the stairs at #16. I go west along the ramparts. I won't raise any alarm as long as I don't come into the view of the guards near #17.

The God-Killer's Rum is in the chest at #18. I grab it, go back the way I came, and back through the door at #10.

I give it to Mirke. The party has started, but it hasn't gotten loud and rowdy enough yet. Mirke tells me I need to get some seafood stew from Cookie Maina to take the party to the next level.

I go back out the door at #1 on the map of the Court. I'll be making my way to the Dungeon of Fort Deadlight.



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