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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: West Wakara Reef

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: Tikawara Quest. Now he wants you to find a pair of islands in the West Wakara Reef.
  2. World Map

  3. One island is Amira's Island at #7 of the World Map.
  4. Amira's Island

  5. You can land at #1 on the map of the Island. You'll have to get through the False Mouth Forest at #8, which involves fighting several Lagufaeth led by a Broodmother.

    The entrance to the Ruins of Amira's Roost is at #9.
  6. Ruins of Amira's Roost

  7. You start off at #1 on the map of the Ruins of Amira's Roost.

    There will be a few Desert Imps to fight at #2.

  8. You'll have to fight a Wizard named Leofwyn at #3. She'll be helped out by Void Seers, Steelspine Warriors and an Ironclad Construct.

    A Rod named Amira's Wing will be on the altar at #4. A hidden Ring called Harmony will be at #5.

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

  9. The other island is the Desert Island at #6 on the World Map.
  10. Desert Island

  11. You can land at #1 on the map of the Desert Island. The entrance to the Sandswept Ruins is at #5.
  12. Sandswept Ruins

  13. You'll start off at #1 on the map of the Sandswept Ruins.

    There will be a LOT of traps in here. Points marked 't' often indicate not single traps, but clusters of traps.

    There will be more than one way to go about things.

  14. One way requires someone in the party to have a very good Perception score, like Maia using a Drug like Ripple Sponge or Svef.

    Hit the lever at #2, then go through the door at #3. There will be Sigils of Death at points marked #4. If you have not previously used a Wardstone of Death on yourself, you can destroy them at 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.

    The need for a very high Perception check comes in when finding the hidden switch at #5. 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.

  15. The alternative way is to go through the door at #8, after disarming the multitude of traps along the way.

    The altar at #7 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. 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.

    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's a few possibilities:

    • You can use a single Immolation 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. 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 and select the option to extract the stone from it to obtain a Wardstone of Death. You can then destroy the Sigils of Death at points marked at #4 at will while immune to their Curse of Mortality power, and grab any items in the room.

  16. Leaving the Sandswept Ruins means exploring the other island for purposes of completing this Quest. You can also rename it to whatever you like.

  17. Report back to Sanzo for rewards of 4,000cp and 22,400xp. He'll automatically give you his next quest, Mapping the Archipelago: The Burning Shoals.

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