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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

Rikihu's Maw: Outcast's Respite | Junvik Village | Drowned Barrows

Outcast's Respite

World Map

School of Fish

I sail to the School of Fish at #52 on the World Map. 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 I have some choices during the first round of the encounter:


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

A second round ensues. Choices include:
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.

I gain 10 Morale for using 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.

I sail on to the northwest island of Rikihu's Maw at #55 on the World Map. I switch out Aloth for Xoti for the time being.

Rikihu's Maw, Northwest Island

Boot-Suck Bog

I have landed at #1 on the map of the northwest island of Rikihu's Maw. I go the Boot-Suck Bog. The first stage of the scripted interaction involves trying to get past the bog itself.

The first attempt at getting through involves a Survival check of 19 by a party member you select. You can proceed to the next part of the scripted interaction if you make this check.

If you select a character other than the Watcher and that character fails the Survival check, that character starts to sink. Another character you select can make an Athletics check of 18 to safely extract the sinking character. Failing that Athletics check means you still get the character out safely, but he or she will now have the Fatigued (-5 Accuracy, -10 all Defenses, -15% Maximum Health) Injury. If you don't designate a character to help the sinking character, the sinking character has to make an Athletics check of 7 to get him or herself out. If the character fails that check, the character drowns and dies permanently.

Alliria as the Watcher fails the Survival check. Nobody else in the party at the time would have made it either. She automatically attempts and makes an Athletics check of 7 to get herself out. If that check had failed, the companion or sidekick with the highest Athletics rank would have attempted a rescue. If that Athletics check of 18 had failed, she would have gotten extracted to safety but now suffer the Fatigued Injury. But I got through it without any Injuries in the end.

Choosing the "Press On" option leads to the next part of the interaction, which involves an encounter with several Bog Wanderers and Bog Lurkers. They'll demand that you leave the way you came, unless the Watcher is a Nature Godlike. In that instance, their leader will willingly give you a Ring of Greater Regeneration.

A Diplomacy check of 17 is the other way to avoid a fight with the Bog Wanderers, although that means you won't get the Ring of Greater Regeneration. So I don't go that route.

The Clever dialogue option or failing the Diplomacy check, will all lead to a fight with the Bog Wanderers' companions, and a few Bog Lurkers. I just went with the "attack" option to go straight to the fight. I win without much trouble using familiar tactics. Their equipment includes Superb armors and weapons, as well as the Ring of Greater Regeneration.

Xoti wears the Ring of Greater Regeneration for the rest of the game. Its +3 Health every 6 sec will get boosted by her bonuses to Healing and bonuses to Might.

Xoti takes two abilities on her 19th level-up. One of them is Prestige. It adds +1 to her Power Levels, which may be helpful for the odd time I want her to go back to fighting with her fists. It will also help increase the duration of some of her buffs.

She also takes Whispers of the Wind. She spends 6 Wounds and flashes around to multiple targets, up to five in addition to the initial target. And she makes a Full Attack on each of them in an instant. It will become even more powerful once she acquires a potent cloak in the not too distant future.

I leave and approach Outcast's Respite at #4.

*Evil* Boot-Suck Bog

Tekehu makes the Survival check for the evil party. It's Serafen who gets the Ring of Greater Regeneration. He's going to get hit a lot, so this ring makes natural sense for him.

I briefly go back to the ship, and switch him back out for Mirke.

Outcast's Respite

Purple Pool

I start off at #1 on the map of Outcast's Respite. I easily defeat several Bog Wardens and Bog Oozes at #2. Xoti gets to show off her Whispers in the Wind.

There will be a large purple pool at #3. You can drink from it as many times as you like. The possible effects are:


Getting multiple Injuries from the pool can lead to Major Injuries, and permanent death if the Watcher ends up with enough Injuries.

The bonuses last until when you next Rest. Receiving more than one instance of the same bonus won't stack.

Alliria keeps drinking from the pool, reloading whenever I get an Injury, until she gets all three of the bonuses. *Evil* Zarathos gets the Alchemical passives too.

Bipara

There will be a Sigil of Pain in the next fight. I happen to have a spare Sigil of Pain Wardstone so I use it to immunize Xoti against the Sigil's effects.

I go to fight a Wizard named Bipara at #4, along with a few Bog Witches, Bog Oozes, and Bog Bats. I win rather handily and then destroy the Sigil of Pain. Bipara herself leaves behind Bipara's Grimoire, the Cauldron Shard and the Witch's Key when killed. I don't bother with the key, since I can open the door it's for with Mechanics and get more xp for it anyway. Alliria holds onto Bipara's Grimoire, since it will come in handy during a Task that will come up soon.

Tama Watua

The chest at #5 contains the Encoded Notes. You can translate them and obtain the Deciphered Notes with an Alchemy check of 15, a History check of 17, or an Intellect check of 20.

Alternatively, Alliria decides to free Tama Watua from his captivity at #6. Eder lends Mirke his Burglar's Gloves, and she consumes a Thief's Putty to make the Mechanics skill check to get the door open. He then does the translation for me.

I use the cauldron at #7 now that I have the Deciphered Notes to create a potion that will permanently raise one of the Watcher's attributes by +1. This can only be done once, and the cauldron will become empty after choosing one of the potions.

Ingesting the potion to raise an attribute by +1 occurs automatically after creating it, so there's no need to go into your inventory screen to find the potion.

All of the potions require a minimum of Luminous Adra Dust, Primal Water and Spirit Residue. Each of the potions require two additional crafting ingredients as follows:



Alliria goes with the Potion of Creative Necessity. More Intellect will expand the area-of-effect of her spells and other powers like White Flames and Sacred Immolation. It will also increase the duration of her own buffs, and the duration of adverse effects she hits her enemies with. I have 10 Sapphires, and I now only need 8 of them for enchanting armors with.

Tama Watua's Potion of Cast-Iron Stomach was a viable alternative. But I figure now that Eder can absorb some of the costs of Blood Sacrifice with his Take the Hit power, I can go with Intellect instead of Constitution.

I leave out the exit at #1. I rename the island "Arborea" for purposes of completing the Mapping the Archipelago: Razai Passage Quest. I then return to my ship, and switch Xoti out for Aloth.

*Evil* Witches' Cauldron

*Evil* Zarathos uses his Alchemy skill to crack the Deciphered Notes.

He also chose the Potion of Creative Necessity. He can already max out his Might to 35. And at this point an endlessly extended Barring's Death Door makes any gain in Constitution seem unnecessary. An increase to Intellect will increase the duration of negative effects he puts on his targets, like Staggered through Spirit Frenzy and Weakened through Enervating Blows. More Intellect also increases the area of effect of his Carnage.

Lastly, because he was able to crack the Notes on his own, and because he's heartless and evil, he chooses to leave Tama Watua to rot in his prison.

I rename the Island "Devouring Mists" after leaving Outcast's Respite. Junvik Village is my next destination.



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