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Pillars of Eternity Online Walkthrough by David Milward


INTRODUCTION & ABOUT  |  WORLD MAP  |  WHITE MARCH MAP
General:  
Quests  |  Tasks  |  Bounties  |  Items  |  Characters
Areas:  
Act 1 Areas  |  Act 2 Areas  |  Act 3 Areas  |  Act 4 Areas  |  Caed Nua  |  White March - Part 1  |  White March - Part 2  | 
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White March - Part I Areas:   Stalwart Village  |  Longwatch Falls  |  Russetwood  |  Flames-That-Whisper Caves  |  Durgan's Battery  |  Galvino's Workshop  |  Durgan's Battery - Great Hall  |  Durgan's Battery - Mines  |  Durgan's Battery - Foundry  |  Cragholdt Bluffs  |  Cragholdt

The Mines

Mines

  1. These stairs lead back up to the Great Hall at #28.

  2. There will be a very large force of Battery Defenders and Battery Shield Walls here, along with a Battery Siren. Be warned that the Battery Siren is capable of using the Cipher's Silent Scream power.

    The Battery Defenders will leave behind weapons like Arbalests, Pikes and Warhammers, as well as Large Shields. The Siren will leave behind a Spirit Residue.

  3. This corpse will have a random potion.

  4. This door can only be opened with either a rank of 12 in the Mechanics skill or the Workshop Key, which can be found at #19.

  5. There will be a few Ice Trolls and Winter Wolves here. They leave behind Troll Skins and Wolf Hides when killed.

  6. There will be a Stone Dial on this table.

  7. There is a hidden niche here that can only be discovered while in scouting mode. It will have the Sigil of the Sword.

  8. This container has a Tempered Helm, a Durgan Iron Ingot and some Camping Supplies.

  9. There will be a few Battery Sirens and several Wraiths here. They will leave behind Spirit Residues when killed.

  10. These corpses will have a random weapon, usually of Exceptional or Fine quality, and a random scroll as well.

  11. There will be a very large force of Battery Defenders and Battery Shield Walls here, led by a pair of Battery Priests.

  12. The party will find a random weapon, a random high-tier gem (e.g. Diamond), and the Sigil of the Helm here.

  13. You will have to fight a few Bitter Spirits here. They leave behind Spirit Residues when killed.

  14. You will have to fight a few Frost Oozes and some Ice Beetles here. The Oozes leave behind Ooze Plasmas when killed, while the Beetles leave behind Beetle Shells.

  15. This container will have Glanfathan Stalking Boots plus a few other random miscellaneous items.

  16. There will be a mining cart here, which you can use through a scripted interaction. The optimum result is to look around while you're travelling in the cart, have a character who can make an Athletics check of 5 or Dexterity check of 16 use the lever along the way, and wind up at #21.

  17. You may have noticed that there will be several non-hostile Dwarven spirits scattered throughout the Mines. They will go hostile if you take the Workshop Key at #19. There will be a very large group of them here waiting for you as Shades and Wraiths if you take the Key. They will leave behind Spirit Residues when killed.

    There will also be two skeletons here. One of them will have a random weapon of Exceptional or Fine quality, plus a random potion. The other will have Erazmur's Letter.

  18. The cart here will have a Prybar and a few other random items.

  19. There will be a skeleton here. Using your Watcher abilities on it will reveal that it was once a Dwarven miner who had a heart attack after an attack on the Mines. You can then search the skeleton to take the Workshop Key.

    Doing so will cause any previously non-hostile Dwarven spirits to go hostile and attack here. There will be a very large group here consisting of Shades, Wraiths, and a couple of Battery Sirens. They leave behind Spirit Residues when killed.

  20. The cart here will have a Belt of Eotun Constitution, plus a few other random items.

  21. The mining crate can be used to get back to #16.

  22. The chest here will have some coins.

  23. The chest here will have the Sigil of the Shield, two Durgan Iron Ingots, plus a random high-tier gem (e.g. Sapphire) or two.

  24. This chest will have Bracers of Deflection +9 and a random gem.

  25. This chest will have a random scroll and some coins.

  26. You will have some Ice Beetles and Bitter Spirits here. The Ice Beetles will leave behind Beetle Shells, while the Bitter Spirits will leave behind Spirit Residues when killed.

  27. There is a mining cart here with a hidden cache that can only be discovered while in scouting mode. The cache itself will have a couple of Diamonds and 8 Durgan Iron Ingots.

  28. This crate will have Camping Supplies.

  29. This skeleton will have random gems that can be looted.

  30. This corpse has the Rune-engraved Copper Key.

  31. This door can be open either with the Rune-Engraved Copper Key or a sufficiently high Mechanics skill.

  32. This altar will have a soulbound weapon called Nightshround.

    Taking the mace will cause a lot of traps to appear throughout the room unless sigils found at #8, #12 and #23 are placed in their proper receptacles at #33, #34 and #35.

    Taking the mace will also cause several Dwarven spirits to attack you at #34, no matter what you do after taking the mace.

  33. The Sigil of the Sword from #8 can be placed in this receptacle.

  34. The Sigil of the Shield from #23 can be placed in this receptacle.

  35. The Sigil of the Helm from #12 can be placed in this receptacle.

  36. Fragment of ExandruSeveral Fragments of Pargrunen, including a Wizard and a Priest, and led by the Fragment of Exandru, will attack you here if you took the Nightshround from the altar at #30. Offensive damaging spells should suffice if you can catch enough of the enemies with them.

  37. You need the Stone Dial to open this door. The process of opening the door itself involves a scripted interaction. The clues for the scripted interaction are on the runes that surround the door on either side and can be clicked on so as to be read. The clues are:

    • "To seek the White Forge in the north"
    • "Reached Old Valia in the west"
    • "A cold wind from the south"
    • "And bore our parents east"

    The sequence is revealed by piecing the clues together into a complete sentence: "A cold wind from the south reached Old Valia in the west and bore our parents each to seek the White Forge in the north." The proper sequence for the scripted interaction is therefore:

    • Insert the Stone Dial
    • Rotate the dial until it faces south
    • Press the dial inwards
    • Rotate the dial until it faces west
    • Press the dial inwards
    • Rotate the dial until it faces east
    • Press the dial inwards
    • Rotate the dial until it faces north
    • Press the dial inwards

    The door will then open.

  38. These stairs lead down to the Foundry at #1.



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