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Pillars of Eternity 2 Online Walkthrough by David Milward

INTRO & ABOUT | CHARACTERS | COMBAT AND RULES | ITEMS | SHIPS
Quests | Areas | Mega Bosses
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World Map

World Map


  1. Here is Maje Island, where your early adventures begin. The starting point of the game is Vilario's Rest.

  2. Here is the island where you can pursue the Bounty on Meryel the Mad. The island also includes an Oasis, a Fruit Grove, and an Abandoned Village.

  3. Here is Tangaloa Island, which has the Temple of Tangaloa Ruins.

  4. Here is Fort Deadlight.

  5. Here is where you can pursue a Bounty against the The Steel Preacher.

  6. Here is the Desert Island.

  7. Here is Amira's Island.

  8. Here is the home of Murkwater Lagoon, which is the home of the Mega Boss known as Hauani O Whe.

  9. Here is Dunnage.

  10. Here is the wreck of a ship that had been known as The Huaro. Getting anything out of it means approaching it on a skiff. At least one of your characters needs to make an Athletics check of 4 to be able to board it, and chances are that characters with no ranks in Athletics may end up sustaining an injury.

    Making either a Perception check of 12 or a Streetwise check of 7 will get you some money, and the Laughing Imp Cameo.

  11. Here is the west island of the Wakara Reef.

  12. Here is the east island of the Wakara Reef.

  13. Here is the southwestern island of the Karatapu Channel.

  14. Here is the southern island of the Karatapu Channel, which has the Cavern of Xaur Tuk-Tuk.

  15. Here is the Sanctum Island of the Karatapu Channel, which has the Oathbinder's Sanctum.

  16. Here is a Derelict Vailian Ship. You can either loot it for various food items and ship supplies, or let your ship cannoneers sink it for Morale and crew experience. Looting it amounts to Resting and will result in any Resting bonuses you may have at the moment expiring.

  17. Here is the island of Neketaka. Docking at the port takes you to Queen's Berth.

  18. Here are the Te Hika Fishing Pools. A Survival check of 4 by any character can reveal the presence of a whale suffused with Adra called a Resplendent Phantom. If any Huana crew members are present, they'll consider it a fortunate omen.

    You can ask your crew for thoughts on whether to hunt it. Their responses naturally depend on their individual personality types.

    If you decide to let it pass it peace, it will spend some time beside the ship before departing. It will also mean a loss of 5 Morale for the Crew, but a gain of experience for them as well. Letting it pass will also earn positive reputation with Eder if he's in the party.

    If you decide to hunt it, it will result in a loss of reputation with Eder if he's in the party. Successfully hunting it requires an Expert-level Deckhand. The results are a gain of experience for the Crew, a gain of +10 Morale for the Crew, some experience for the Crew, and 40 Mohora Meat. But one of the Crew Members will get injured.

    If you can't make the Deckhand check, the whale will escape. You'll still get the experience gain, but no other benefits.

  19. There is a permanent storm here, which can in some instances be of use. One notable use is to sail into a storm for purposes of upgrading Lord Darryn's Voulge, which is obtained nearby.

  20. The island here has a few things, like an Oasis that provides Water, and a grove that provides Fresh Fruit.

    The key feature of the island is a shipwreck that, when searched, yields a Soulbound Pollaxe named Lord Darryn's Voulge, in addition to a few other random items.

  21. Here is a Derelict Ship. Using a Spyglass will determine that they've taken ill, while a Kind Wayfarer can identify that the crew members are themselves Kind Wayfarers. Crew Members and some of your Companions are likely to advise against boarding it.

    Sinking it with cannon fire will provide xp and Morale for your crew.

    Boarding it will result in a decrease in Morale, and will end any Resting bonuses. The Morale can be made up by sinking it afterwards.

    If you do board, you'll notice that the crew are all dead, and that there's a barricaded hatch. A combined Athletics and Mechanics check can open it, as will any offensive spell that can cause damage. Opening it will lead to obtaining a Physicker's Belt.

  22. Here is a Plagued Ship. Using a Spyglass ahead of time can determine that its stranded crew is suffering from a plague.

    You can choose to heal them if you're Crew Surgeon isn't Wilder (e.g., Big Mouth from Dunnage), and earn Benevolent Disposition in the process. They'll offer you Boots of Stability out of gratitude. It's up to you whether or not you want to accept them.

    You can also choose to sink the ship from afar to earn xp for your crew.

    Another choice is to rob the crew for Cruel disposition, and get the Boots of Stability and several other Water items in the process as well.

  23. Here is Tangaloa's Maw Island.

  24. Here are the Black Isles.

  25. Here is Harbinger's Watch.

  26. Here is the Splintered Reef.

  27. Here is the Mara-Mara Trench, which presents another whale hunting opportunity. A Survival check will identify it as a Bowhead, though some Crew Members will think it's a Wallface.

    You can let the creature pass, which will earn positive reputation with Eder if he's in the party. Crew Members gain 210xp, 2 Sailor Experience and +10 Morale.

    Letting the creature pass will also earn an until Rest bonus called Ngati's Blessing (+2 Constitution) for anyone who is in the core party on the ship.

    You can also choose to hunt it, which will lose reputation with Eder if he's in the party.

    It starts with a Crew Member injuring the whale from the skiff, but also getting Injured.

    You can make either an Insight check of 4 or a Survival check of 5 to identify a real danger should the whale manage to dive into deeper water. A successful check will also reveal the check you need to avert the danger.

    That check is that the Deckhands of your ship need to make a combined Deckhand Rank check of 5. What happens is you eventually manage to wear the Whale out, and can harvest Mohora Meat from it. Crew Members will get 210xp, 2 Sailor Experience and +10 Morale.

    If you attempt the Deckhands Rank check and fail, the whale will make the dive and pull the crew on the hunting skiff underwater. One of them will die permanently. The whale will also escape.

    If you start the hunt and fail, either because you gave up partway through or because it made the dive, Crew Members will gain 189xp and 2 Sailor Experience, but also lose -5 Morale.

  28. Here is Poko Kohara Island.

  29. The small island here has the entrance to the Subterranean Temple.

  30. The small island hereh as the Wapau Jungle, which involves a scripted interaction. A group of Skaenite cultists approaches you, wanting to make you an offer but away from the ears of your companions.

    You can decline repeatedly while avoiding hostilities. Doing so ends the scripted interaction, and the Jungle disappears from the World Map.

    You can decline, but then choose an Aggressive option to fight them. The Skaenite Priest leaves behind the Pathfinder's Boots should you win.

    To even listen to their offer earns Shady reputation. They want you to follow them to their altar and sacrifice one of your companions. You can at this point again decline to end the encounter peacefully, or choose the Aggressive "counter proposal" to fight and kill them.

    You can take them up on their offer and choose a Companion to bring with you. Following them obliges you or your companion to make a Survival check of 12. Making the check means you reach the altar without any trouble. Failing it means both you and your Companion end up with the Fatigued injury (-5 Accuracy, -10 all Defenses, -15% Maximum Health).

    You can sacrifice your Companion, which leads to your Companion's permanent death. Doing so earns Cruel disposition and an Effigy Doll. Going back leads to a loss of reputation with Companions (not Sidekicks) who are in your party.

    You and your Companion can instead destroy the altar, which earns Benevolent and Aggressive reputation.

    You can again simply walk away from the altar, or choose an Aggressive option to fight and kill the Skaenites.

  31. Here is a pile of flotsam where you can find and recruit Rekke as a Sidekick.

  32. Here is Tikawara Island. Your initial landing point will be the village of Tikawara itself.

  33. Here is where you can pursue a Bounty against Onadere the Temptress.

  34. Here is where you can pursue a Bounty against Ikorno.

  35. Here is where you can pursue a Bounty against Flamewalker Vessali.

  36. Here is the Hohonu Lagoon, which involves an encounter with a large sea creature. A Survival check of 7 will reveal that it is a large and horned carnivorous whale known as a Qilutaalik.

    All further options lead to the whale attacking the ship, getting its horns lodged in the ship, and your ship itself sustaining at least 15 points damage. One of your party members needs to be able to make an Athletics checks of 6 to avoid getting injured. The choices at the start of the encounter are:
    • Trying to let the creature pass in peace leads straight to the whale attacking the ship.
    • Trying to hit it with cannon fire still leads straight to the whale attacking the ship. But the difference is that you'll have an additional option once the whale lodges its horns in your ship.
    • Trying to get away from the whale leads to your Helmsman getting injured, and an additional 5 points of damage to your ship. And that's before the whale makes its usual attack that causes 15 points of damage to the ship.
    • You could try to hunt it. It requires a cumulative Deckhand check of 8 from your Crew Members to minimize any injuries and damage to the ship. At least one Crew Member will still get injured. Moreoever, the damage to the ship increases to around 30 when the whale attacks it.

    You have a few options once the whale does lodge its horns in your ship:
    • Trying to hit it with damaging spells won't do much, pretty much obliging you to resort to the other options.
    • An Explosives check of 9 can accurately place a Bomb in its blow hole, killing it.
    • If you had used the cannons options earlier, you now have the option of using a cumulative cannoneer check of 5 from your Crew Members to blow it apart.
    • Attacking it with your weapons is a reliable way of killing it off.

    Killing the whale provides 20 Mohora Meat and a Horn.

  37. Here is the Brimey Grotto, which is the home of the Mega Boss known as Sigilmaster Auranic.

  38. Here are the Ofecchia Channel Islands.

  39. Here are the Hungry Shoals, which provide a shortcut to the nearby Motare Island, where otherwise you'd have to approach it the long way from the north. Successfully making your way past the Shoals requires a Master Helmsan (4 skill ranks in Helmsman). That would typically mean bringing on Llendreth, and having him act as your Helmsan without taking on any other roles on your ship so as to max out at 4 skill ranks in Helmsman.

  40. Here is Motare Island.

  41. Here is the Cleft Island.

  42. Here is Bekarna's Observatory.

  43. Here is another Plagued Ship. Using a Spyglass ahead of time can determine that its stranded crew is suffering from a plague.

    You can choose to heal them if you're Crew Surgeon isn't Wilder (e.g., Big Mouth from Dunnage), and earn Benevolent Disposition in the process. They'll offer you a Stone of Power out of gratitude. It's up to you whether you accept it or not.

    You can also choose to sink the ship from afar to earn xp for your crew.

    Another choice is to rob the crew for Cruel disposition, as well as the Stone of Power and several other Water items in the process as well.

  44. A ship called the Goshawk and captained by Wilda will be here, but only if you have accepted a Quest from the Royal Deadfire Company called A Matter of Import.

  45. Here is Sayuka Island. Your initial point of entry will be the town of Sayuka itself.

  46. Here is the entrance to Cignath Mor, which only gets revealed after you've made sufficient progress with the Overgrowth Quest.

  47. Here is where you can pursue a Bounty against Beina.

  48. Here is Hasongo.

  49. Here is Kazuwari, an island that provides the setting for the Seeker, Slayer, Survivor expansion.

  50. Here is Crookspur Island.

  51. Here is Fampyr Island.

  52. Here is a School of Fish. A gigantic shark will come into view. A Survival check of 8 identifies it as a Barbed Ravager, notorious for attacking and sinking ships. Serafen can reduce the check to 6, while Tekehu can reduce it to 4.

    Now you have some choices during the first round of the encounter:

    • Use a defensive spell. It doesn't work.
    • Aim your cannons at it. A combined Cannoneer check of 8 will kill it.
    • Flee, which requires a Deckhand check of 10 to get away.

    Using a defensive spell, or failing a check, means the ship itself will take damage, and a Crew Member will get Injured.

    If you failed a check, a second round ensues. Your choices are:

    • Aim your cannons at it. It will succeed if you aimed and missed with the cannons last round. It will fail if you tried to flee and failed that.
    • Make an Explosives check of 9 to throw a Grenade at it and kill it.
    • If you made the Survival check, you can sacrifice a Crew Member by tossing him or her overboard. It earns Cruel disposition and -15 Morale, but it always works.
    • Use a power with the Wind-keyword to put wind to the sails and escape. It always works.
    • Stay on course. You'll be able to outlast the creature and leave it behind.

    If you fail on your second round option, a Crew Member will get thrown overboard. You can either save the Crew Member, or let the Crew Member drown and repeat the checks that became available on the second round. Those checks will now always succeed.

    You gain 10 Morale if you used the Grenade, 7 Morale if you killed it with cannon fire, 2 morale if you missed with cannons the first round but fled the second, and no Morale if you fled the encounter without any offensive action on your part.

  53. Here is where you'll encounter a deserted ship with a Leaden Key symbol on it, if you've made sufficient progress with Aloth's personal Quest, The Painted Masks.

  54. Here is the Island called Ori O Koiki.

  55. Here is the northwest island of Rikihu's Maw.

  56. Here is the north island of Rikihu's Maw.

  57. There will be a Plagued Ship here. If you want, you can board the ship and try to heal its crew. Doing so results in an immediate -15 loss of Morale for your own crew. They themselves will contract the sickness, which eventually forces an expenditure of Medical Supplies and a Rest that cancals any Resting bonuses you may have in place.

    The sick crew of the Plagued Ship will also offer you a pair of Gloves called Aegor's Swift Touch out of gratitude. It's up to you whether you accept them or not.

    Alternatively, you can have your ship shoot down the Plagued Ship at a safe distance. The immediate Morale loss will be reduced to -5 instead. You can still get Aegor's Swift Touch from the debris afterwards.

  58. Here are a pair of islands just south of the Razai Passage.

  59. Here is the entrance to Ashen Maw.

  60. Here is where you can pursue a Bounty against Urnox the Rathun.

  61. Here is the point through which you can enter Ondra's Mortar so as to complete the Main Quest called The City Lost to Time.

  62. Here is Ukaizo, the final destination of the game.

*NOTE* The Deck of Many Things is a ship that will literally go anywhere on the World Map, except the northeast corner. Should you be able to get close to it, you can board the Deck of Many Things at Captain Thaenic's pleasure and and gain access to several merchants with a lot of unique items.


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