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Pillars of Eternity Video-Based Walkthrough by David Milward


INTRODUCTION | CHARACTERS
CILANT LIS | GILDED VALE | TEMPLE OF EOTHAS | RAEDRIC'S HOLD | CAED NUA, PART 1 | DYRFORD | COPPERLANE | DURGAN'S BATTERY | DEFIANCE BAY | TWIN ELMS, PART 1 | WHITE MARCH, PART 1 | WHITE MARCH, PART 2 | CAED NUA, PART 2 | TWIN ELMS, PART 2
About the Walkthrough | About the Maps | About the Author |
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Defiance Bay:   Ondra's Gift  |  Lighthouse  |  Salty Mast  |  Crucible Keep  |  Vailian Embassy  |  Searing Falls  |  Brackenbury  |  Charred Barrel  |  House Doemenel  |  Sanitarium  |  Hadret House  |  Heritage Hill  |  Pearlwood Bluff  |  Cliaban Rilag  |  Ducal Palace

Sanitarium

Brackenbury

Head Warden Ethelmoer

The entrance to the Sanitarium is at #16 on the map of Brackenbury.

Sanitarium, Main Floor

The party starts off at #1 on the map of the main floor of the Sanitarium. I speak to Head Warden Ethelmoer, whose soul is contained in the statue at #3. He grants permission to conduct preliminary investigations in the Sanitarium for purposes of The Man Who Waits quest.

The stairs leading to the Basement of the Sanitarium are at #13.

Sanitarium, Basement

*Evil* Bellasege

I show this part from the perspective of the evil party, which starts off at #14 on the map of the Sanitarium Basement. I find an animancer named Bellasege at #15 on the map of the lower floor.

She is in fact the one that can help Aloth learn about his particular Awakened condition. It turns out that Iselmyr is a past life who acts as a kind of guardian angel who emerges whenever Aloth is in danger or is otherwise in a high-pressure situation. Zakara selects Aggressive dialogue options whenever she can.

She also selects the Deceptive option that encourages Aloth to steal Bellasege's research notes while she's not looking. This action does not have any in-game consequences.

This event also marks the completion of Aloth's personal quest, Two-Sided.

*Evil* 10th Level

The evil party now has enough experience to advance to their 10th levels. Zakara gets the Weapon Focus: Ruffian talent. It is the natural choice as it augments her Accuracy with her sabres.

Eder acquires the Rapid Recovery talent. Eder is already a very functional character who is doing his job admirably, so any choices that are left amount to tweaks. Here I increase the rate of Endurance regeneration slightly.

Maneha acquires the Hold the Line talent. Like Eder, I want Maneha to be able to hold multiple enemies in place in order to protect Aloth. And enemies usually don't risk Disengagement attacks from her since her Hatchet packs a punch in its own right.

Zahua acquires the Beast Slayer talent, and continues to hone his ability to damage to various enemies. Beasts such as wild animals are a pretty common foe, thus making this a sensible choice. It will also help in certain fights, such as those against Dragons.

Durance acquires the Painful Interdiction. It adds the Weakened affliction to the Interdiction power, in addition to the Daze effect. The point for my purposes is that Weakened means a -20 penalty the Fortitude Defense for enemies, and that in turn will help Maneha take advantage of her Brute Force ability.

Aloth acquires the Scion of Flame talent. It will augment his use of Fireball when he uses it (even though I've temporarily removed it from his Grimoire to make room for other things until he advances more levels), as well as Kalakoth's Minor Blights.

He also learns the Llengrath's Safeguard spell, which increases all Defenses by 20 and Damage Reduction by 10. It is another defensive resource that can be handy in a pinch when he needs it.

Azo's Experiments

The Guards won't let anyone through the door at #22 for the time being.

Riply will be at #20. She'll let it slip that Azo continues to perform experiments on the patients in the north ward.

A locked chest at #19 has several notes describing specific patients that Azo is performing experiments on.

A bookcase at #21 has the Note from Azo, which hints that Azo's experiments do not have the sanction of the Sanitarium.

I head back upstairs and speak to Head Warden Ethelmoer again. He now provides permission to investigate the North Ward.

I return to the basement. The door at #22 is now open.

Freyol

Now I speak to Freyol at #23, who offers insight on Azo's motivations.

The video concludes with Alliria adding the Exceptional enchantment to her Resolution, and both the Fine and Burning Lash enchantments to her Whispers of Yenwood sword.

North Ward Key

I head towards the room to the southeast corner. The chest as #24 has a mace Ravenwing. The chest at #25 has a Hide armor called Bliadh Golan. I have no use for either item.

I speak to Caedman Azo at #26. I ask him about his work and place in the Sanitarium, but at some point ask him to give me access to the North Ward. He initially expresses reluctance. Any reply besides the one involving "you had best cooperate" suffices to convince him to give me the North Ward Key.

I use the key to open the door at #28.

Gram

Now I speak to Gram at #29. Reading his soul indicates that the person I really need to speak to is at the north end of the hall.

Uscgrim

I speak to Uscgrim at #30. It turns out that he's merely a shell for the man who caused my Awakening in Cilant Lis. He in turn causes the Flesh Golems and Crazed Patients of the Sanitarium to attack me, although I have little difficulty handling the battles.

This event also marks the formal completion of The Man Who Waits quest.

Wichts in the Sanitarium

There will be several Wichts in the pen at #32 that are now freed and hostile, along with the odd Flesh Construct on the west side. These battles are likewise quite easy. I make my way towards the southeast portion afterwards.

Caedman Azo

The good party returns to Caedman Azo. Both the good party and evil party choose to kill him (and easily) for his atrocities. I leave the Basement of the Sanitarium.

The Man Who Waits

Now I head back upstairs. Ethelmoer will obviously want to know what the disturbances downstairs were about. He'll accept your explanation and be thankful that you spared the Sanitarium significant embarrassment, however things shook out.

If you have previously killed Azo, he'll think no more of it and thank you again, which is what happened in my playthrough.

If you left Azo alive, you have three possible replies in response to Ethelmoer's query. The first two will allow Azo to remain in the Sanitarium to do his research, but under tighter supervision. The third response results in Azo's expulsion from the Sanitarium.

Hadret House is next.



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