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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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Main Game: Main Quests | Character Quests | Side Quests | Tasks | Bounties
Faction Quests: Huana | Principi | Royal Deadfire Company | Vailian Trading Company
Expansions: Beast of Winter | Forgotten Sanctum | Seeker, Slayer, Survivor

Side Quests: Helping Hands | Lost Dues in Good Faith | Mapping the Archipelago: Port Maje | Mapping the Archipelago: Tikawara | Mapping the Archipelago: West Wakara Reef | Mapping the Archipelago: The Burning Shoals | Mapping the Archipelago: Razai Passage | A Bigger Fish | A Sinking Feeling | Family Pride | The Archmage's Vault | Bekarna's Folly | Food for Thought | Harsh Medicine | The Cornett's Call | Eulogy for the Dead | Broodmother's Fury | The Storms of Poko Kohara | Hunting Season | Cruel Cargo | Tip of the Spear | Nemnok the Devourer | The Final Voyage | A Paradise of the Mind

Mapping the Archipelago: Tikawara

Queen's Berth

  1. The entrance to Sanza's Emporium is at #20 on the map of Queen's Berth. Getting this quest requires that you first complete the Mapping the Archipelago: Port Maje Quest. Now he wants you to find a trio of islands surrounding Tikawara.
  2. World Map

  3. One island is Tangaloa's Maw Island at #23 of the World Map

  4. Tangaloa's Maw Island

  5. You can land at #1 on the map of the Island. Tangaloa's Maw is at #3, which involves a scripted interaction to begin with. An Athletics check of 4 is required at the outset to avoid being turned back. Making the check brings you into a bog, and 5 hours will elapse.

    There will be a path leading out of the bog, but with no indication where it leads. Choosing to stand your ground, or failing a Survival check to reach the end of the path, leads to you fighting a lot of Skeletons and Rotghasts. And you do so in a slog zone that makes moving around very difficult. And yet this may be the preferable choice if you wish to keep any resting bonuses you have in place, since standing your ground won't trigger a Rest.

    Making a Survival check of 10 to reach the end of the path will take 4 hours, and a fight with the same undead. One difference is that you'll be fighting on solid ground instead of a slog zone. The other is that the 4 hours to reach the end of the path will trigger a Rest, and you'll lose any resting bonuses you may have had in place.

    The undead, in whichever part of the Maw you fight them, will leave behind a Wardstone of Atrophy, which can be useful in the nearby Forgotten Catacomb.
  6. Forgotten Catacomb

  7. You start off at #1 on the map of the Forgotten Catacomb.

    Hordes of undead will be at spots marked #2, which typically include a few Darguls, along with a Fampyr and a Revenant Ogre.

  8. There will be a Sigil of Atrophy at #3, surrounded by a couple of traps. It can be neutralized by using the Wardstone of Atrophy on the party beforehand. There will be a Death Guard Fanatic at #4, who is basically an undead Paladin. He will often leave the room and join battle when you begin fighting the other undead at points marked #2. He will leave behind the Reckless Brigandine should you defeat him.

    Leave the Catacomb to complete exploration of one of the three islands needed for the Quest. You can also rename it to whatever you like.

  9. The next island is the Black Isles at #24 on the World Map.
  10. The Black Isles

  11. You can land at #1 on the map of the Black Isles. The entrance to the Hall of the Unseen is at #6.
  12. Hall of the Unseen

  13. You'll start off at #1 on the map of the Hall of the Unseen.

    Note that this hall consists of a series of concentric rings, with a complex network of doors and switches. The capitalized letters signify switches that open or close doors. The doors they open are marked with the same letters in lower case. And yes, sometimes a switch can open or close more than one door.

    There will be points where you sometimes have to leave a character further behind to be able to make progress. For example, you may have to leave a character behind at the G switch while the rest of the party makes its way to the H switch. Then you may need to hit the G switch to open the g door, and then have the party hit the H switch so that the left behind party can catch up while leaving both the g and h doors open.

    As another example, you may need to leave behind individual characters at the switches on the north side of the Hall. Have a character hit the J switch to open the j door towards the northeast corner, and then play around with the I and K and L switches so that the party can regroup and still be able to pass through the northeast j door.

    *NOTE* Points marked with 'it' signify a trapped and locked chest that has random items in it.

    The switch at #3 will permanently open all the doors in the Hall, but you'll have to fight several Shades and Spectres afterwards.

    The pedestal at #4 has a Scepter called The Eye of Wael.

    Leave the Hall and you'll have completed exploration of another of the Islands needed for this Quest. You'll also be able to rename it to whatever you please.

  14. Another small island is at #30 on the World Map, which has the entrance to the Subterranean Temple.
  15. Subterranean Temple

  16. You'll start off at #1 on the map of the Subterranean Temple

    You will have to fight several cultists of Woedica at #2. Several of them can cast 5th or 6th level spells, so be careful.

    A statue at #3 has a Soulbound Mace called the Magistrate's Cudgel. Obtaining it requires making an Intellect check of 14 and then a Resolve check of 15 against the statue to pry the weapon from its grip.

    Leave the Temple to complete another island needed for completing the Quest. You can rename it to whatever you like.

  17. Report back to Sanzo for rewards of 2,500cp and 16,000xp. He'll automatically give you his next quest, Mapping the Archipelago: West Wakara Reef.

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