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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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Areas: World Map | Deck of Many Things | Maje Island | Fort Deadlight | Neketaka | Kangati Islands | Karatapu Channel | Wakara Reef | Dunnage | Tehiwai Islands | Burning Shoals | West Wakara Reef | Sayuka | Hasongo | Crookspur | Rikihu's Maw | Magran's Teeth | Splintered Reef | Ukaizo
Expansions: Beast of Winter | Forgotten Sanctum | Seeker, Slayer, Survivor

Tehiwai Islands: Tikawara | Tikawara Island | Hohina Ravine | Poko Kohara Island | Poko Kohara Ruins | Engwithan Waystation | Tangaloa's Maw Island | Forgotten Catacomb | Subterranean Temple | Black Isles | Hall of the Unseen

The Black Isles

The Black Isles


  1. Here is the initial landing point for the island.

    *NOTE* Several Tentacles will manifest throughout the Island after the Forgotten Sanctum Quest called Hidden Depths has started. You can click on them for either Food or crafting ingredients.

  2. Here is an abandoned camp from which you can get 20+ Water.

  3. There will be a few Reptilian Eyes here.

  4. Shadowed ValeHere is the Shadowed Vale, which can lead to a lengthy scripted interaction. The first stage is the initial approach to what is a camp of devotees of Wael. You can ask your companions for their thoughts before the actual approach. Asking Eder can ensure a guaranteed welcome into the camp. You can approach openly, and begin the rest of the interaction. You can also have a character make a Stealth check of 6, but the worshippers of Wael will still become aware of your presence.

    Now it's a matter of whether you want to attack the camp at the outset, or receive a relatively warmer welcome. From this point onwards, an Aggressive option to attack the camp will always be available. Choosing to leave the camp ends the encounter permanently, and the Shadowed Vale will disappear from the map of the Black Isles.

    Getting welcomed into the camp requires either a Diplomacy check of 9, an Intimidate check of 7, or a Clever response that becomes available if you had previously asked Eder for his thoughts.

    A number of possibilities get opened up if you're welcomed to the camp. One possibility is a one-time opportunity to ask about the Black Isles themselves. Options include a Survival check of 5, a Religion check of 9, or an option that can be made with either an Arcana check of 7, a Metaphysics check of 9, or the Watcher having the Mystic background. There are also two other dialogue options that don't require any checks. No matter which option you choose, the worshippers of Wael will not be very forthcoming and tend to provide evasive answers.

    Another possibility is to ask where the rest of the crew is. You'll get a vague "around" kind of answer.

    Another possibility is the hooded figure in the camp. If you ask about him, or ask him directly who he is, you'll get the usual vague answers. You can look under his hood and notice his strange appearance. At that point you can return to the camp and resume the interaction, or notice that he may be a manifestation of Wael (including with a Religion check of 9). Note that picking up on the resemblance to Wael will result in your consciousness drifting into a shadowy void, and ending your encounter in the Shadowed Vale. It also amounts to a Rest that will expire any Resting bonuses you may have in place.

    Another possibility is try to steal from them (which earns Shady reputation). It begins with a distraction. One method of distraction involves summoning a creature through a spell (anyone in the party can). The other involves making a Bluff check followed by an Arcana check of 10, a Bluff check of 7, a History check of 7, a Metaphysics check of 6, or a Religion check of 5. The distraction is followed by the Watcher making a Sleight of Hand check. Doing so gets 7 Reptilian Eyes. The only difference the Sleight of Hand check makes is whether you get caught or not, and they don't really seem to care even if they do catch you.

    You can also eat and rest with them. That ends the encounter, and you get the Good Food, Better Friends (+2 Constitution, +5 All Defenses) resting bonus. Keep in mind that it triggers a Rest, and Good Food, Better Friends will replace any Food or Inn Resting bonuses you may have had in place.

    You can also choose to attack them with an Aggressive dialogue option at any point. Keep in mind they're fairly high-level, and include quite a few spellcasters. Distinctive loot includes a Cloak of Greater Protection and a Necklace of Fireballs.

  5. You'll find a Kraken's Eye here.

  6. Here is the entrance to the Hall of the Unseen.


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