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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

West Wakara Reef: Amira's Island | Ruins of Amira's Roost | Desert Island | Sandswept Ruins

Sandswept Ruins

Sandswept Ruins

*NOTE* There will be a LOT of traps in here. Trap markers on this map often indicate clusters of traps instead of just single traps.

  1. This exit leads back to the Desert Island at #5.

  2. The lever here will open the door at #3.

  3. The door here can be opened by using the lever at #2.

  4. There will be Sigils of Death at these points. They can inflict Injuries with each pulse, making permanent death a likelihood for anyone who stays near them for too long.

    You can destroy them from a distance, although they are immune to Slashing and Piercing Damage. A source of Crushing Damage that can be used at a distance, like a Scepter, will work. Spells that can be used outside of combat to inflict elemental damage (e.g., Fireball) can work too.

    Another possibility is to use a Sigil of Death Wardstone (like the one from #7) on the party before approaching the Sigils.

  5. A hidden button can be discovered here, although it requires a high Perception check. It can turn off the flames surrounding the altar at #7, as well as the sand that threatens to bury anyone in the room should they try to take the items from the altar.

  6. The levers here can suppress the flames surrounding the altar at #7. All four have to be used at the same time. The easiest way is to position one character besides each one, pause the game, and command each character to use the level closest to him or her before unpausing.

  7. The altar here is surrounded by flames that can cause the Burning Rash injury (-2 Dexterity, -3 Burning Armor Rating). You can suppress the flames by using the levers at points marked #6.

    Once the flames are suppressed, you can grab a Skull and a War Hammer called Last Word.

    The door at #8 closes, and the room starts to fill with sand (unless you managed to find and press the button at #5). That prompts a scripted interaction whereby you must somehow escape through the door at #8. There are a few possibilities:

    • You can use a single Implosion Charge to blow the door away and leave.
    • You can break the door with three uses (in any combination or repeated uses) of Concussion Bombs, Grenades or Corrosive Damage spells (e.g., Necrotic Lance).
    • Make a Might check of 13, then a Might check of 15, then either a Might check of 17 or an Athletics check of 6 to get out of the way once the door closes back down. Failing the second Might check results in the Smashed Hands injury (+20% Recovery Time), while failing the third check results in the Wrenched Shoulder injury (-3 Might).

    You only get 8 actions during the scripted interaction. If you can't break the door down by then, your party will get buried alive.

    Right-click on the Skull in your inventory screen and select the option to extract the stone from it to obtain a Sigil of Death Wardstone.

  8. The door here will close as part of the scripted interaction that follows taking items from the altar at #7. It will become permanently blocked with sand after escaping from the room following the scripted interaction.


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