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Pillars of Eternity 2 Video-Based Walkthrough by David Milward |
Copperhead
Splintered Reef Crossroads
The first time I travel anywhere within Splintered Reef I'll be forced into combat with a few Darguls, a few Fampyrs and a Grave Hound. The usual tactics are sufficient, although I have Alliria switch to Modwyr and The Eye of Wael. It proves a wise decision, and she had to use a sword-swipe in combination with Aegis of Loyalty in order to free Pallegina from being Dominated. I thereafter head for The Pickled Eel.
The Pickled Eel
The good party starts off at #1 on the map of the Pickled Eel. I speak to the Tavern Keeper at #3, but am not interested in anything he has to sell, which is of the macabre and undead sort.
I speak to Copperhead at #4 and agree to meet him at his house.
Speaking to him prompts a Fampyr Wizard named Zulka to appear at #1. She'll attack, and cause everyone in the Eel besides Copperhead to join in, if she sees the party.
The good party goes into Stealth mode, but with a view towards improving its combat position.
I tuck Fassina and Mirke into the southeast corner. The rest of the party forms a shield wall in front of them.
Mirke spams Stunning Surge, while Alliria spams Fireballs. Fassina buffs the party with Nature's Balm and then a shrunken Moonwell. She then unleashes Relentless Storm and Plague of Insects. It soon becomes a mop up. One of the undead leaves behind an Adra Ban, which will come in handy.
A Pet cat named Bonnie will be at #2.
I free the captives at #5, which earns 4,000+ xp to complete The Final Voyage Quest.
*Evil* The Pickled Eel
Zarathos purchases the Grave Hound Pup, with a view towards "improving" Eder's Pet.
He also both wants an alliance with the undead and could care less about the captive Kith, so he just sneaks by Zulka to avoid a fight and make his way to the Boathouse.
Boathouse
I arrive at #1 on the map of the Boathouse.
A drawer at #2 has a Ring of Minor Protection. A Pet dog named Nikki is at #3.
I speak to Copperhead at #4, and agree to help him end whatever is keeping the local undead enthralled. I then travel to the Sea-Lashed Crypt.
*Evil* Copperhead's Helm
Zarathos doesn't bother with the conversation. He makes a Might check of 15 to forcibly remove Copperhead's Helm from his head, and leave him in the same state as the rest of the undead. The helm might be of some use to some niche builds that do not at all rely on any casted spells, as it reduces Damage from spells by 10% but also imposes a -8 Accuracy penalty on any spells cast by the wearer.
He likewise leaves for the Sea-Lashed Crypt.