|
Pillars of Eternity 2 Video-Based Walkthrough by David Milward |
Fort Deadlight Court
*Evil* Ungwith the Crag-Hearted
Zarathos emerges at the door at #15 on the map of Fort Deadlight. He is immediately accosted by Ungwith the Crag-Hearted, who has returned to her post. She shoos the evil party away to the bottom of the stairs to the south. One of the party members will warn the Watcher against tempting fate one too many times.
The evil party then makes it way to the door at #10 and re-enters the Court.
Party in the Deadlight Court
I am now at the door at #1 on the map of the Deadlight Court. Note that I have an opportunity with respect to the harpsichord at #5 before I speak to Mirke again at #3. I can click on it and rig it with a Bomb that can cause damage. But I decide not to.
I speak to Mirke again. She'll use the Special Stew to kick the party into high gear. That's when Benweth arrives. He'll want to show off his skills with the harpsichord. If I had rigged it with a bomb, it will blow and kill him outright. Nobody will suspect the Watcher, and the Blow the Man Down Quest will be completed then and there. You can now loot his items, including the Miscreant's Leather.
But he plays and lives because I didn't rig the instrument. He'll remain standing by the Harpsichord. I could now click on him to speak to him. One approach is to choose a dialogue option that leads to combat. Not everyone in the Court will join in the fight against the Watcher, but several of his loyal personal guards will help him out. You can kill him and his Guards to complete the Quest, loot his items, and the rest of the Fort will remain friendly. The notable exception will be the Guards stationed at the Deadlight Donjon, who will go hostile should you enter.
Another option is to try and negotiate with him. Opening the door requires any one of preliminary skill checks of Intimidate 5, Streetwise 4 or Diplomacy 4. However, he's still feeling sure of himself being surrounded by perceived allies. A Diplomacy check of 4 and an Intimidate check of 4 are available that can convince some of the patrons to leave, although it does not noticeably reduce the number of his guards that I would have had to fight based on past playthroughs. I can now follow up with enhanced skill checks of Intimidate 6, Streetwise 6 or Diplomacy 7. After that I may need to follow up any of those with either a now downgraded skill check (e.g., Streetwise 3) or an Athletics check that involves smacking him around. Successfully negotiating with him means that he'd now give me free run of the entire Fort and all its areas, including the Donjon. That also includes guards in the aforementioned forbidden areas as well, who will now become friendly. That would conclude the Quest as well.
I could do any of this now, but I prefer not to. I'm actually going to see through Lamond's plan, and reach an understanding with Benweth afterwards through a similar process. But first things first ...
Remaro's Chest
The Guards at #6 would normally attack were I to get too close or try to open the gate. But the benefit of starting the party is that they'll now let me pass freely.
I go to the room at #8. Serafen finds a chest and opens it to find a letter from his past mentor, Remaro. He expresses a desire to find somebody named Udyne in a bath house that he calls the "Magic Waters". That advances his personal Quest, A Sorcerer and a Gentleman. An Insight check of 6 can press him about what else is in the letter, but I avoid it and thus avoid offending him.
Entonia Signet Ring
I go to the Shrine of Skaen at #9, and find a hidden niche that has the Entonia Signet Ring for Aloth. It raises all Defenses by +2 for each enemy Engaging the wearer, which stacks up to 5 times. It's all about maximizing Defenses and reducing Hits to Grazes as much as possible.
Now I go west and up the stairs at #19.
*Evil* Zarathos saves the Entonia Signet Ring for Mirke.
Now it's time to conclude matters near the Donjon of Fort Deadlight.