Pillars of Eternity 2 Video-Based Walkthrough by David Milward |
Crookspur | Ori O Koiki | Fampyr Island |
Ori O Koiki (Evil)
*Evil* Leaden Key Ship
I switch out Eder and Eder for Rekke and Aloth. I don't want Tekehu around while I'm trying to undermine a Huana tribe, and Rekke will be able to make Survival checks in his place. Aloth will soon complete his personal Quest, The Painted Masks.
I sail northeast and board a Crookspur Captain.
I continue on to about #53, where I encounter a ship with an image of a key on its sails. Aloth naturally wants to investigate.
He takes two abilities on his 19th level-up once we board it. One of them is Death Blows. It adds 50% Damage to his weapon attacks to targets that have two or more Afflictions. His own Debilitating Strikes and Shadow Step powers, as well as his spells, allow him to place Afflictions on his targets directly, as does the Shrouded Strike Power from his Eye of Wael Scepter. Other party members also have methods of forcing Afflictions on enemies during ship combat.
He also takes Wall of Draining, which drains enemies of their beneficial effects, and adds the equivalent amount of time to extend the caster's beneficial effects. A well-placed Wall of Draining can extend Aloth's buffs to easily last the whole fight.
I have two Adra Ban and at least two Emeralds, so now I raise the Eye of Wael from Superb to Legendary.
The crew has been slaughtered. Zarathos clicks on the soul to read its memories, and learns that the Crew has been slaughtered by Huana warriors. He also makes a combined Alchemy check of 4 and Survival check of 4, followed by a History check of 8, to confirm for Aloth that the Wahaki tribe slaughtered the crew. Progress has been made for The Painted Masks Quest.
I continue on to Ori O Koiki at #54 on the World Map.
*Evil* Infested Koiki
The evil party starts off at #1 on the map of Ori O Koiki. One method is to slaughter everyone in sight, both here and in the nearby Sanctum, the entrance to which is at #11.
I show another method, which is to kill only their three leaders and then leave the village when you're done. That depends on entering the village as a welcome visitor.
I go east for bit, cross the bridge to the north, then west and then north a little. I get the Infested Koiki from the tree at #2 before I begin.
I next go to the cliff at #3, which can lead to #4. Rekke makes a Survival check of 3 to alert the party to a wasp nest that needs to be avoided. Trying to climb without the check results in the Fatigued (-5 Accuracy, -10 all Defenses, -15% Maximum Health) Injury for all party members.
I also send Rekke to scout ahead for the best path. He makes a combined Athletics check of 5 and Survival check of 4.
Making both checks brings the party to #4. Making the first check but not the second results in the party reaching #4 but with the Fatigued Injury. Failing both checks means remaining at the bottom and with the Fatigued Injury.
The tunnel at #5 leads to the Ori O Koiki Sanctum at #11.
I open the door at #12 by using the lever to the right of the door. The point of doing this now is that you cannot open the door from the other side to the north. Doing it now creates an escape route once the Wahaki leaders are taken care of.
I plant the Infested Koiki in the bowl at #13. Now I go back out the door at #11 to return to the outdoors of the village.
*Evil* Kipeha
Kipeha will be at #6 on the map of Ori O Koiki. She acts as the gatekeeper for whether you can enter the village as a welcome visitor, and can grant permission to use the lift at #7 to enter the village.
Options for getting welcomed as a visitor include:
*Evil* Aparo and Auata
I go to the doors at #9, and witness an argument between Aparo and Auata. I go through the door after asking Aparo a few questions.
*Evil* Ori O Koiki Sanctum
I start off at #1 on the map of the Ori O Koiki Sanctum. Now I go north to #5, and have an audience with Ranga Ruasare. I could, if you wish, select the Aggressive dialogue option to start a fight against her and the rest of the Wahaki then and there. Slaughtering the entire tribe would complete the Quest just as well.
But I show the sneaky way and head south while most of the attendees retire from the Throne Room.
A brazier will be at #2. Buparo will go back and forth between here and the throne room after the initial meeting with the Ranga, and I speak with him for a bit while he's near the brazier.
The brazier itself presents an opportunity to kill Buparo by planting any Bomb in it. Doing so requires that the character that clicks on the brazier make a Sleight of Hand check of 5. Zarathos already has 3 ranks in Sleight of Hand, 2 from a Luminous Adra Potion and a third from Carelo's Training. I just need to down a Thief's Putty before touching the brazier and then planting the bomb.
Tangara and his Rusted Construct can now be found at #3. He will express frustration at not being able to make the construct obey his commands. You can convince him to let you try with either an Athletics check of 4, a Bluff check of 6, or a Metaphysics check of 5. Zarathos makes the Metaphysics check, and then receives the Construct Command Scroll from Tangara.
Now I click on the Construct itself. Zarathos makes a Metaphysics check of 6 to clear its memory, and then gives it instructions to kill Tangara. Tangara leaves behind a Ring of Unshackling and Tangara's Grimoire.
Ranga Ruasare may spend some time on her throne before leaving for her chambers at #13. I use the Wait option to expedite her returning to her bedroom and consuming the Infested Koiki, with the result that she chokes to death on the worms. I go to her chambers at #13 and loot her body for her spear, Kahua Hozi.
I click on Ruasare's soul, and learn her memories from when she had been a Ranga generations ago. Thaos ix Arkannon came telling the Huana to leave the Engwithan Ruins. The Ranga had him and his Leaden Key entourage put to the torch. But Thaos accepted death, knowing that the Wahaki would accomplish his goals by preventing anyone else from entering the ruins. Learning that progresses The Painted Masks Quest.
The rest of the village will go hostile once I leave the Sanctum after having killed the Wahaki leaders. That was the point of opening the door at #12 from the south beforehand. Now I can simply go through the door at #11, go down the cliff, and leave the village without anyone noticing.
*Evil* Aloth is Persistent
Aloth wants to speak to me again. Zarathos explains the soul memories that he read from Ruasare.
There comes a point in the conversation where an option will either encourage Aloth to feel absolved of his involvement with the Leaden Key, or responsible for it. A reply encouraging him to take responsibility will result in a passive ability called Adaptive, which reduces the time needed to change Grimoires. An absolving reply will result in him gaining a passive ability called Persistent. He'll have a 25% chance to gain Concentration for 30 sec should he get Critically Hit.
For the evil party I prefer that he get Persistent. The computer AI will never have him change Grimoires during ship battles, even if he has more than one equipped in his quick-item slots. That's why I designed him in the evil party to use Arkemyr's Grimoire exclusively. The reply "Thaos accomplished his goals, just not the way he originally planned. Your problem is looking for specific, immediate results." is a reliable way to get Persistent.
I get 7,500+ xp for completing The Painted Masks Quest.
I thereafter leave Ori O Koiki altogether and return to ship. I reassemble the core party, and have Tekehu equip Kuaru's Prize.
*Evil* Tip of the Spear
I sail back to Crookspur. I switch in Serafen, Maia, Rekke and Konstanten as the characters with the least amount of xp.
Serafen takes two abilities on his 19th level-up after I enter Crookspur.
One is Barbaric Retaliation. It's a passive whereby the Barbarian makes a free Full Attack against any attacker who scores a Critical Hit on him. It is the foundation of this particular build. The Full Attack by itself is not necessarily a big deal. But a Critical Hit on Serafen will trigger additional effects from the Horns of the Aurochs, Sisyfo's Stone, the Ragged Cloak (when I get it), Magnera's Chain (again when I get it) and Ngati's Girdle. The penalty to all Defenses from his Sandals of the Water Lily and -15 penalty for using the Half-Sword weapon modal encourage Critical Hits against him. This build only really comes together once I get this passive, along with the items to give it extra punch. It's also a very risky build, as it condemns the character to taking Critical Hits with regularity. But I don't mind either point for a character who is primarily a ship combatant, with no risk of any Injuries from getting knocked unconscious.
He also gains Blood Surge, a passive that has a 25% chance to replenish a single point of Rage whenever the Barbarian lands a killing blow. It's pretty much obligatory for any single-class Barbarian.
I go to see Master Kua in the Crookspur Fort, and report my success in assassinating the leaders of the Wahaki. I get 14,000+ xp for completing the Tip of the Spear Quest.
Now Maia also gets two abilities on her 19th level-up. One of them is Death Blows. It adds 50% Damage to her weapon attacks to targets that have two or more Afflictions. She'll have to rely primarily on Crippling Strikes to place at least one Affliction on her targets directly. Other party members also have methods of forcing Afflictions on enemies during ship combat.
She also takes Superior Camouflage. It adds +8 Deflection against ranged attacks for both the Ranger and her pet.
I thereafter return to ship and reassemble the core party. It is now time to explore Fampyr Island.