Pillars of eternity imperishable covenant consequences. Imperishable Testament in Pillars of Eternity. Forge Cargo

The classic world of magic, treasure and dungeons is now available on PC, PlayStation 4 and Xbox One. In this guide, we have put together a guide and Pillars walkthrough of Eternity, where you can find all the information that will allow you to complete any task in the game without any problems.

Character Creation

This is the first thing any RPG starts with. Take your time. The decisions made at this stage can no longer be changed during the game, and they are of key importance. Before completing, look at all available options and possible bonuses. You can return to the previous step at any time without having to start over.

Floor

The choice between a man and a woman does not really matter, it only affects some of the dialogue options.

Race

Preferences for one or another representative should be given based on the desired class - this way you can choose a race with the most appropriate bonuses and passive abilities. Each race has several subraces. They differ mainly in passive skills, stats remain unchanged. The chosen race determines how the NPC character will be perceived.

Class

Predetermines most of the game. Make your decision as thoughtfully as possible. Make your choice based on the style that best suits you.

Classes in PoE are represented by two familiar types: melee (fighter, barbarian, monk, paladin) and ranged (wizard, ranger, cipher, druid, priest) combat. Adventurers and chanters choose their own path.

Some classes will require the choice of belonging to any order. This will affect the personality of the hero.

Each class has a different difficulty level. For an inexperienced player, a fighter that does not require a comprehensive development strategy and forgives mistakes is ideal. It's pretty easy to play a monk, a barbarian. Of the long-range characters, a ranger with an animal companion is interesting. For the first time, it's best to avoid the cipher, chanter, or adventurer. They will require a lot of effort to think through the path and understand the fighting style.

In addition, you have to choose the initial skills.

Specifications

Here a fixed number of points is given. They can be spent on Strength, Constitution, Agility, Perception, Intelligence, or Resolve. Significant for the selected class are marked with gold and silver stars. Focus on the most important attribute and improve it to maximum level. Raise the second one 3-4 points below the main one. Borrow a few points from the less useful stats and use them for the recommended ones. Some attributes affect the availability of dialogue options in controversial situations. For example, with a high level of strength, you will gain the ability to blackmail enemies, and with perception, you will notice suspicious behavior and lies.

Culture and biography

At this stage, you need to identify the origin and backstory of the hero. Choose a culture according to the class - with a suitable bonus to the desired characteristics. It also affects the equipment at the start of the game, but it can be quickly and cheaply changed. When choosing a biography, the most important factor is the future development of the character. History gives extra skill points. If you are creating a melee fighter, take the bonus to athletics, and for a magic class, knowledge is the best choice.

Appearance and voice

The last step: choosing a portrait, head shape, skin color and voice.

The only thing that remains is to give the hero a name and click the "Finish" button. Congratulations! You have managed to create a character with whom you will spend several dozen hours in the world of Pillars of Eternity.

Managing the hero and companions

Give different roles to group members. You must have at least one character specializing in mechanics and stealth. It is good if all satellites have it. For example, mechanics are useful for breaking locks and traps, athletics - for climbing walls and rocks.

Develop in a certain direction. Choose only suitable abilities and talents.

Do not slow down with pumping. Upgrade your group's equipment in a timely manner. Opening the window for comparing the parameters of two items does not take much time, but it can be of considerable benefit. Acquire new skills and abilities as soon as the opportunity arises.

More doesn't mean better. It is not necessary to recruit a full group of six members. If your perfect team consists of four people, do not change it. The experience gained is shared among all members of the group. Less people - faster receipt new levels.

Use pause. In the settings, it is possible to set an automatic pause at the beginning of the battle. Stop the game as often as necessary. You will not be able to give orders to six characters at the same time.

Be careful with some abilities. This is especially true for damaging spells with an area of ​​effect. It may happen that you kill not only the enemies, but also the team. Even linearly directional impacts can hit satellites that accidentally get in the way.

Make the right arrangement. Melee fighters should be in the front line, shooters and mages behind them.

In the bestiary you will find information about all the enemies encountered. The more monsters you kill, the fuller it becomes. Look there more often. This knowledge can be useful when facing a strong enemy.

Use the environment. By blocking the doorway with a warrior, you will not allow the enemy to reach the shooters.

Is the enemy too strong? Come back to him later. Sometimes there are opponents without the ability to defeat them at the current level. Meet them after gaining the required experience.

Carry two types of weapons. Sometimes the enemy is resistant to a certain type of damage, in this case it does not hurt to change equipment.

Craft

Crafting is an important aspect of the game that you will encounter. It is quite simple and intuitive. The hero knows all the recipes from the very beginning of the game, but there is a level and resource limit.

There are two ways to open the craft menu. To do alchemy, cooking, scroll crafting, go to your inventory and click the crafting icon at the bottom of the window. To enchant an item, open its description and stats, the desired button is located at the bottom. Some things will require a lot of gold.

Alchemy

In this area, you have access to dozens of recipes. It is better to create potions before the battle. For example, if you are going to fight a dragon, make potions to increase elemental resistance. Each party member must have at least one stamina potion. Remember that alchemy is relatively cheap.

cooking

It will allow you to create food with bonuses to various characteristics (mainly endurance). You don't need gold to cook, only resources. Food is good for melee characters, so make sure to feed them first. If you do not want to spend time on cooking, you can buy food at the nearest tavern.

Creating Scrolls

This type of craft is extremely necessary at high difficulty levels, when spells of magic classes are no longer enough. Thanks to the scrolls, the priest will be able to deal huge damage, and the wizard will be able to heal. Do not forget that a high level of knowledge is required to use them.

enchantment

Enchanting is probably the most important type of crafting. It allows you to significantly improve the parameters of the equipment and, consequently, the character himself. You must remember a few things:

  • Only weapons and armor are enchanted.
  • One item includes a maximum of three effects.
  • Enchant items that you will use for a long time.
  • For warriors, it is more useful to improve armor.
  • Add secondary damage to weapons.
  • Mages need bonuses to armor (including intelligence).

Game world

Above is the world map of Pillars of Eternity. It shows the main locations. You have access to dozens of places that you unlock during the main storyline. They are connected by various paths and tracts. To move to a new section of the map, go to the edge of the area and press the arrow button. There may be several such points, but you need to find the transition to the next location (sometimes you go back or fall into adjacent areas). Its location is not always obvious. Once you manage to find the exit, the new area will be unlocked and you will be able to access it from any part of the world.

Enter every location. You gain experience when you discover new territory. Even if there are too strong enemies there, you should not have problems retreating.

In one location, look for all possible exits. It is better to walk around the edges of the map and click on any possible point, especially in the area of ​​roads.

Open the map to the maximum. You will find not only caves or chests with equipment, but also new companions.

Pay attention to illuminated objects. In caves or dungeons, you can find suspicious looking walls. This is a good reason to activate the exploration mode and look for the secret door switch.

Do not pass by places and things with a magnifying glass icon. Usually, after pressing it, you will receive only brief information about the object, but sometimes a side quest can begin.

Gather plants and resources. They are stored in a special bottomless bag and are extremely useful for creating potions, scrolls or enchanted items.

Look for interactive objects like rocks. They can be climbed if you have a certain level of athletics or use the right tool.

Tools

The game has useful items for those who do not reach the desired value in any skill. Each tool can only be used once, after which it is destroyed. The most useful are master keys. They are used to open locked chests and doors. The number of master keys needed for a particular castle depends on the level of the character's mechanics. With a good command of this ability, you will not need them at all for weak castles, and only a small amount for medium ones. If the level of the lock is higher than the level of mechanics by two or more values, it will not be possible to open it even with the help of master keys. Replenish their stocks as often as possible and always carry at least five of them with you.

The second group of tools consists of a rope with a hook, a crowbar and a hammer with a chisel. They will allow you to get to inaccessible places in other ways. A rope with a hook helps to pass through broken bridges, climb ledges or descend into caves. This is the most versatile tool and you should have at least two copies. Scrap is used to clear littered corridors. Hammer and chisel allow you to break weak walls. During the adventure, you need no more than two of these items, since, unlike the rope, they are rarely used.

Gaining experience

The golden plus in the upper left corner of the character's portrait informs you that you have reached a new level.

Pillars of Eternity has a specific system for gaining experience. Its most important aspect is the lack of one for defeating enemies (the only exception is the new entry in the bestiary after killing a monster). Winning the duel only gives you new items and advances the storyline. Experience is given to the whole team, not to specific members. This means that a group with fewer people will level up faster than a large group.

4 most important sources of experience

Quests- you get some exp for completing the main story missions, but ignoring the side ones, you will not be able to develop your character to the maximum. The main quest line will allow you to get no more than eight levels.

Exploring the world- for entering new location(including buildings and caves) you will be given a small amount of experience.

Interaction with the environment- a valuable resource is provided for disarming traps, opening chests and any other interactive actions.

Bestiary update- you gain experience for the first few fights with a new kind of monsters. It is designed to find out the characteristics of the enemy, do not expect it from the battle itself.

Dialogue, reputation and theft

Communication and the reputation system are significant aspects in Pillars of Eternity. Each decision you make affects the character's personality and reputation with the game's factions.

In a conversation, do not poke at random. Read through all the options available and choose the one you mostly agree with. In most of the dialogues of the main storyline, you can only make one decision without the ability to change it. With each answer, you write a story, so you can’t go back to past conversations. If you answer without thinking, you can offend your interlocutor or even provoke him to attack.

During a conversation, additional information can be shown on the left and right side of the response lines (after enabling the corresponding items in the menu). The requirements for the corresponding utterance are displayed on the left. One is the minimum level of any skill(strength, constitution, agility, intelligence, perception or determination). Necessary skill- this is the second type of requirements (athletics, knowledge, stealth, survival or mechanics). Sometimes it's the need to be appropriate race, class or read the correct deity. If you have met all the requirements, this answer option will provide you with a bonus (some enemies will flee before the battle, others will surrender, you will receive an additional reward, etc.). On the right side of the line, the consequences of this decision and its impact on the hero's personality are displayed. For example, when you make a joke, the character becomes "cruel" or "witty". Almost every dialogue line has a small effect on the protagonist. These notes about requirements and consequences are not significant in gameplay, and often the opinion of other NPCs about you depends only on themselves.

During the execution of some tasks, you will face an incredibly difficult moral choice. The result may be the loss of one of the satellites. Fortunately, they usually communicate with you and suggest which option to choose for the best outcome.

What's even more interesting is your character's relationship with the factions. More than once you have to find yourself between two or more groups of people at war with each other. This affects a large number of side quests. When you make a decision for the first time, it's wise to choose one faction and stick with it for the entire game. But in this case, you will not be able to complete several tasks of other representatives. Moreover, they can even become your enemies and periodically send assassins to you or attack your fortress.

When stealing, you lose reputation. If you are caught, your reputation drops with the faction that owns the stolen item or with the local community. However, there is no problem with selling stolen goods even where you "found" them.

But don't worry too much about reputation. This is largely an indicator of your path and decisions made at the moment, rather than an important factor with a serious impact on the game. Most side quests and opportunities remain available regardless of your position in society.

Console Management

PlayStation 4

Motion

Intelligence mode

panoramic camera

Main menu

Cancel / Back

Pause / Unpause

Battle Menu

zoom in

slow motion

Fast Track

zoom out

Region map

Settings

Xbox One

Motion

Intelligence mode

panoramic camera

Camera Follow Mode

Select previous character / Select character (hold)

Main menu

Cancel / Back

Pause / Unpause

Formation (Out of Combat) / Active Effects (In Combat)

Interaction (out of combat) / Attack (in combat)

Battle Menu

Select next character / Select character (hold)

zoom in

slow motion

Fast Track

zoom out

Region map

Settings

Walkthrough Pillars of Eternity

Act 1

brief respite

Speak with Caravan Master Odema and Warrior Kaliska, who will become part of your team. Head west past Sparfel. Get to a small grove and attack the wolves there. After defeating them, approach the bush and collect the berries.

A short conversation scene with Kaliska will then begin. Find a bridge to the south, behind which you will find a wineskin. At this point, you will be attacked by two Galanfatan hunters (kill the archer first). Then loot the corpses and return to the main camp (it's a good idea to save at this stage). Defeat another enemy hunter along the way.

When you reach the camp, a conversation will begin with the leader of the Galanfatans. You won't be able to influence it, but avoid the "lay down weapon" option (it will move to inventory and you will start the battle barehanded). The next battle will follow. Immediately attack the leader. As soon as he dies, switch to his assistant.

Alternative solution. When meeting with the leader of the robbers, you can choose a unique option for a character with 15 or more points of intelligence. This will allow Heodan to avoid injury as the enemies will focus on you.

Before you leave this place, you must make the first key decision. It is connected with the life of Heodan. We advise you not to leave him to his fate (option 3), because as a result he will die. The best idea would be to throw your weapon at the attacking Heodan bandit (option 1). Subsequently, Heodan will survive, but your character will lose the main weapon.

Alternative solution. If your hero has a perception of at least 15 points and a ranged weapon, it becomes possible to behave differently (option 2). You can save Heodan and not lose anything.

Note. The above decision is not particularly important. Even if you save Heodan's life, he won't stay in the group for long.

Ruins of Silant Lees

The starting point is in the southwestern part of the ruins, and your goal is to exit them in the northeast. There are two main ways to do this.

On one of them you can follow the east road. There you will meet a xaurip and a skuldra hatchling. Xaurip is non-hostile at first: you can avoid contact with him, kill him, or bribe him with skuldr meat you got earlier. In the last two cases, you will receive his spear. Further on, you will reach an exit at the end of the corridor, however, be on the lookout for a weak wall along the way that would do well to explore.

It is possible to break it with a hammer and a chisel - they are in a small camp near the entrance. But you don't have to use them: ask Kaliska for help (she's strong enough for that). The destruction of the wall opens the eastern passage to the far side of the ruins.

Another route option involves crossing the central region. You will come across a corridor with pressure plates. Each of them is connected to a trap - activating them will cause severe injuries. Open the door to the left to enter the hall with six columns. Approach each pillar in turn and set fire to them with a torch (in Kaliska's inventory).

Alternative solution. If you are a fiery godlike, you won't need a torch.

When all six columns light up, return to the main corridor. Activate recon mode: detecting traps is one of its functions. A safe path will open before you. It is important not to step on burning plates. Try to lead the team members one by one, and not all at once.

Both routes will lead to the exit. Kill the spiders and get out to the surface.

Visions and whispers

You become a witness to the ritual. Gather Kaliska and Heodan's things and head to the southern edge of the location - this is the path to the Gilded Vale.

old keeper

You need to get to the fortress of Caed Nua. Take the southern exit from the village and go through the Magran Crossroads or the eastern one through Esternwood. Both paths will lead to the Black Meadow. Next, move east. Get ready for fights with various monsters on the way (wisp and shadows, among others).

Enter the fortress. In the large hall, talk to the Manager about Merwald's whereabouts. Go down the north stairs to the dungeon. Watch out for the spiders (don't attack all of them at once) and go to the first floor of the Endless Paths.

Merwald is sitting in the nearest cell. If you have the appropriate skill / master keys, just open it. Otherwise, head south and find the Xaurips. Search their bodies to get the key.

Next, you will have a long conversation with the character. Regardless of the answers, in the end, Merwald will try to attack. Keep a close eye on area attacks and move out of the highlighted danger zones as needed. Try to use dazes and knockdowns to prevent the mage from regenerating health.

At the end, you need to decide:

  • Leave his soul in the fortress (as a result of this choice, the security rating of Caed Nua will increase).
  • Allow Mervald to rest (will raise the prestige rating of the fortress).
  • Absorb important knowledge of the sorcerer (there will be an opportunity to explore the secret chamber on the thirteenth floor - the best choice).

Always near the Queen

Go back upstairs to the Manager. Now you have become the full owner of the fortress and can schedule the first restoration work. First, select an oriental barbican from the list. Recovery will happen immediately. Thanks to him, you will gain access to the southeast exit and additional prestige and defense points.

The next task is to reach the Bay of Defiance, largest city on the world map. Exit the fortress through the unlocked passage, then turn west. You will reach the Edelvan Bridge. If you wish, you can ask the Justicars about the location of the temple: you will learn that it is located in the First Fires area. Enter the city. When you get to Copperlane, follow the prompt you received. In the desired area, after talking with the ghost, it turns out that the temple of Voedika is temporarily closed. As a result, you will need an alternative route through the catacombs. The entrance to them is located in the southwestern part of Copperlane.

When you get to the catacombs, head southwest and get ready to take out small groups of monsters along the way. You need to get to the stairs between the main level and the temple. Watch the vision and turn west. The path will be blocked by Khafmadg. You can pass by by bribing the guards (350 gold), by killing with at least level 13 courage/intelligence, or by wearing Woedica's cloak and hood. They are located in the eastern part of the catacombs on the body of a murdered acolyte. After bypassing the guards, look into the New Initiate's room. He also has a cape. You can get it if you agree to listen to the rehearsal and your level of strength or courage is above 14 points.

The next goal is the central hall of the temple of Voediki. Before entering, put on a hood (from a corpse or from a novice). Approach the door and confirm that you want to enter the hall alone. Have a long conversation with the woman (always choose the first answer on the list).

Alternative solution. You can just kill everyone. Do not wear a hood and enter the central hall with a group. A battle with the sectarians will start (first deal with the magicians). After the victory, approach any soul and talk to it.

Act 2

Through the Gates of Death

Exit the temple and leave Defiance Bay. Move towards the village of Deerford. Cross the bridge and the plains again. From there, go east - to Stormwall Gorge - and complete the journey to the village (exit in the east).

In Dyrford, enter the Temple of Beras and speak with Harbinger Bayodmar. He will tell you about the ruins of Kliaban Rilag. Head northeast and get to the Dyrford Ferry. The northern path will lead you to the ruins. They have two passages:

  • basic. Guarded by Slefhota, a Glanfatan fighter.
  • over the old bridge. Marauders can attack here, but they are easy to defeat. It is risky to cross the bridge itself: heroes with low athletics will be injured and fall into the ruins with incomplete health.

Exploration of Kliaban Rilaga will start from the eastern section. It is not necessary to search all the ruins, it is preferable to search only for the stairs. You can quickly go through the bottom, but there will be traps waiting for you. On the way to the descent, keep destroying the monsters and try not to attack too many at once. First of all, kill delempugr and druids with magic, as well as animats with their dangerous spells. V last cell try to immediately deal with the sporozoans and not touch the traps.

The main task on the next level is to find the main hall. If your hero has a mechanic (at least 6 points), break open the nearest door. Otherwise, look for the Engwithan Key on the north side. Don't forget about traps and monsters. A powerful shadow will be waiting for you in the desired room. Kill her, examine the fountain and pull out the key.

Use it on the door to the great hall. Eliminate the rain blights and get to the descent. You will reach a previously inaccessible part of the ruins. Approach the huge Engwithan machine and pay attention to the nearest statue.

Now leave Kliaban Rilag. You can return the same way or use the nearby water stream, which will take you to the western side of the ruins. It is especially recommended if there is a character with at least 16 constitution points in the team. So you can get to the end of the tunnel and get an expensive treasure.

Imperishable covenant

Destination - Treasured Hill. It is possible to get there from the side of the First Lights or Dara Ondra. When you try to enter the area, you will be stopped by the Justicar. To get inside, you need a lot of strength (18 points or more) or just mention Vila. This option is only available after completing the Lost Guardians side quest.

In Treasured Hill, move west. Fight the undead along the way and try not to attack everyone at once. In addition, keep an eye on the skeleton magicians and kill them as quickly as possible. You need to reach the entrance to the tower. You will start from the bottom level, and you have to climb to the very top. Get ready to deal with hordes of monsters. As soon as you climb onto the roof, approach Aldhelm and talk to him about the car.

Go back down and leave the tower. Move to the north of Treasured Hill to Ikanta's house. Discuss with her the mechanism for her to teach the protagonist Engwithan. Do not rush to leave the dwelling: it is recommended to explore the entire building. You will come across a locked door that opens with 4 lockpicks and 3 mechanic points or 4 mechanic points. A group of people are being held there. If you save them and send them to the tower, there will be a chance to complete this quest in an alternative way (details below).

Now return to the top of the tower. Immediately go to the Engwith Machine and do not talk to Aldhelm, otherwise he will attack. You will have a choice: turn off the machine or increase its power, which will lead to overload.

Alternative way. If you saved the prisoners, Aldhelm will consume them. Then you will be able to talk to him. He will offer to end everything in a different way: by consuming the energy of the Engwith Machine. End the conversation, go to the mechanism and select the new third option.

Waiting

Ask any justiciar about the "place of suffering and madness" from the vision in the Temple of Woedica. You will be directed to the hospital in Brackenbury. Go there and talk to the head Ethelmoer about the members of the Lead Key. Also ask Olmer about it in one of the neighboring rooms. Then go down the stairs to the lower level.

Once you reach the Animation Lab, meet up with three NPCs in the nearby rooms: Bellasage, Moidred, and Ripley. In the latter's room, open the chest (requires 5 mechanics) and take four patient cards. Next, in the box, get Azo's note. When you get all the necessary information, return to the caretaker. During the dialogue, you will gain access to the patient room. Go down to the previously locked passage.

Enter the Chamber's main hall and speak with Freyol. She will tell you about the whereabouts of Cadman Azo. You will find a man in a laboratory nearby. From him get the key to the door in the north wing. Talk to Graham's soul in the keyed room. Next, go to the end of the corridor and talk to Uskgrim.

Come back upstairs. Several enemies will be waiting for you. First of all, beware of the animated constructs and Graham and the rest of the patients who will run out of their cells. Having risen to the upper floor, turn to Etelmore again.

Hermit of the House of Hadret

After leaving the hospital, head to the Hadrets' house. Along the way, a courier will meet and give you a rare pistol. In the house, talk to Lady Webb, tell about what happened. You will learn from her that you need an invitation to the meeting of animators.

For this purpose, you will need to achieve the respect of any capital faction: Domenel House (a small mansion in Brackenbury), the Knights of the Furnace (a fortress in the First Fires) or the Dozen (Admet's Refuge of the Copperlane district). When you get the required reputation points (choose any faction - this will not affect the further story), meet with its leader at the headquarters and ask for an invitation.

Attention! Complete before continuing Additional tasks and exploration of the capital. After the end of the quest, the opportunity to return to the Bay will be temporarily lost.

With the invitation received, return to Lady Webb. Next, go to the First Lights area, enter the palace. Do not use the main door - it is locked. Instead, find a passage to the balcony. Wait for the start of the hearings presided over by Duke Eivar. It doesn't matter which answers you choose during the meeting: no matter what you do, the duke will be killed at the end.

At the end of the vision, exit the Ducal Palace. We need to get back to Lady Webb in Brackenbury. The city is on fire, you will not be able to use the main roads as a result of the unrest, so use the southern exit from the First Lights. Infiltrate the Hadret house and hurry to the top floor. Touch the lady's soul. You will automatically leave the city and advance further in the story.

Act 3

Killer on the loose

Cross the Edelvan Bridge and head east to Stormwall Gorge. As soon as you go down, you will be stopped by the members of the Lead Key. You can try to avoid the fight, but it will not be so easy: intimidate the opponents and make them believe that you will not touch them if they retreat. If you fail to agree, you will enter into an intense battle. After the start of the battle, attack first the sorcerers and robbers, and only then the warriors. Go to the passage to Elmshor. Cross it (talk to Taos on the bridge) and head southeast. You will come to Hartsong - the beginning of the Twin Elms.

Engage in a conversation with the warrior at the palisade and with the concerned villager a little further. Now you can get to the Passage of Six. There you need to have a conversation with Anamenfat Besvil - the head of the Council.

Exit the building and move to Elmrich. Talk to Shidha and Rienwyn. There will be two new quests.

This quest involves receiving divine favor in Tair Evron. In its eastern part, find an altar with luminous adra shards. Take one piece and take it to the center of the hall. This will unlock several pulpits, allowing you to pray to a specific deity.

Choose at least one (it is acceptable to show interest in all available). A scene will start, during which it is necessary to give the correct ritual answer. Use the books found near Tair Evron or the cheat sheet below. If everything is done correctly, the task of this deity will begin. If you make a mistake, you will be attacked by enemies.

  • Hilia - 4 answers.
  • Galavane - 3 answer.
  • Beras - 2 answer.
  • Rimrgand - 7 answer.

When you complete the tasks of the chosen patron, return to the altar and pray. In the dialogue, choose the top answers so as not to reject the deity and his favor. For the plot, one divine favor is enough, but you can get everything.

Court of Sinners

Reach the prison ruins on Burial Island. To do this, go to Oldsong. There is a crossing to the east. Chat with Dorval and confirm that you are going to go to the island.

When you get to the point, approach the pit and go down. Important! Before you make the jump, you need the patronage of any god (see previous quest).

After the descent, you will not come back. Make sure you have done everything necessary and are ready to finish the game.

Act 4

Memories of the Ancients

The main task is to find and defeat Taos.

Enter the room with the adra pillar, kill the opponents and talk to Iowarah. You will learn Interesting Facts about your past. Go to the second level of the ruins. It's too dark here, and to light the way, move forward. The road is absolutely straight, so just walk without turning. Sometimes parts of the map will be highlighted, after which you will have to engage in battles with enemies. In the last room, find the passage to the next floor of Breit Eaman.

This level is a large podium with round platforms. Go to the main one. There will be an important conversation with Taos, but the battle after it is inevitable. Nearby, two large statues will come to life.

It is necessary to throw all the forces on Taos. When the opponent's health falls to the middle, he will transfer the soul to either the judge or the punisher. On this statue you must now focus your attacks. Before killing her, deal with another who did not receive a soul. So you will save yourself from problems during the further battle. After the destruction of the desired statue, the soul will return to its native body and restore health. Switch entirely to Taos. Watch out for square strikes. best tactic will disperse the team around the arena.

After the victory, you will be left to decide what to do with his soul. The choice has only plot value. Approach the car and decide what to do with the souls collected by Taos. This will affect the ending.

Congratulations! You have completed Pillars of Eternity. Unfortunately, after watching the ending, you will not be able to continue the gameplay.

1 Talk to Odema

2 We take herbs

3 We take water (located behind the bridge)

4 Go to camp

After the cutscene at the beginning of the game, we head west, where we meet wolves. After killing them, we find a bush located a little to the left of the wolves themselves. After the dialogue with Kaliska, we go across the bridge to the bag of water to the south, where, after a small drawn video, an ambush awaits us, we kill the enemies and go back to the camp. More enemies are waiting for us in the camp. After we kill a certain number of enemies, a dialogue will begin with the boss, who will take one of those traveling with you in the camp as a hostage. After the conversation, a battle will begin with him and a small detachment (the traveler taken hostage will be in your group).

Act I - The Ruins of Cilant Lis

1 leave the ruins

After defeating the attackers in the camp, you will find yourself in a dungeon, where there will be a small hand-drawn cutscene (if the conditions for dexterity are met, then you can throw a dagger at the enemy who grabbed your comrade). After walking a little straight, you will come across shining symbols, i.e. traps, there will be a false wall on the right, as well as on the left along the corridor. If you go to the left, then you will go to the cache, where you need to wash the face of the statue with water, and then insert the crystal that was previously found on one enemy - a ghoul. Next, you need to go through a trap with symbols, or you can go through the wall to the right of them. There is another way, you can light the pillars to the right of the trap, where the necessary symbols will be highlighted. We fight with spiders right at the exit. Level passed.

After the cutscene, you will be able to leave the SillantLiss location.

Act I - Valewood

1 reach the gilded valley

2 avoid confrontations with enemies

Next stop is Veilwood. Since you don't have a group, each enemy is a danger, so it is recommended to follow the path to the lower exit from the location. Before continuing the journey, you can chat with a person who is standing next to the transition to another location. After talking with him, we learn that his friend was killed by a bear in a cave nearby. You shouldn’t go there right away, as the bear hangs cradles (this is an additional quest, look for it in the corresponding section, called Dead Man’s Revenge.). We pass to the location "Gilded Valley".

Useful: if you see that the characters are exhausted and debuffs for fatigue hang on them, then you should rest with the help of the camp or spend the night in a place intended for rest.

Arriving in the gilded valley, there will be a small dialogue with the locals, after which it is worth looking around and hiring (you can hire in the tavern by talking to the woman at the bar) or find people for the group. By the way, next to the tavern, you can meet and then add an elf magician to your group. To do this, you will need to help him get out of trouble by killing drunkards arguing with him next to the tavern. You can also sell what we found or buy equipment in the forge or in the tavern.

Act I - Visions and Whispers

1 Talk to Ugret

2 rest in a tavern

3 talk to the gnome on the tree

After we attended the ritual at Silant Lees. A strange thing happened to us spiritual character. Once in the gilded valley, we are not very clear with whom to talk about it. After talking with Ugret, we will not learn anything sensible, the only thing is that they will advise us relax in the Black Hound tavern. After chatting with the lady at the bar, we can rent a room of our choice.

We dream of hangmen, or rather, one of them. This a dwarf animator named Caldara de Berranzi. Waking up, we understand that if anyone has the answers, then it is with her. Although in a dream we find out that she is dead, we go in search of her. We go to the tree with corpses hanging on it, we reach for the soul of Kaldara, we learn that the Engwithan mechanism made us Guardian.

We learn that during her lifetime, the dwarf animancer tried to help the wife of Lord Redrick, since everyone in the village is born emptyborn children, but unable to find a clear reason, she ended her search, after which, Lord Redrick hanged her.

Act I - The Old Watcher

1 Come to the citadel of Caeld Nua

2 Talk to the statue

3 Find Merwald

4 Exit the dungeons

5 Return to the statue

The Ghost of the Gnome will tell about Merwalde, a person who will tell us what's what. It is located in the fortress Caed Nua. Caed Nua is located southeast of Gilded Valley, and you need to get to the fortress through black meadow, and after passing the eastern tract we will come out to the walls of Kaed Nua.

The courtyard is overrun with ghosts, shadows and lights. At the entrance to the citadel, we will meet the ghost of a peasant who will say something unintelligible.

Once in the main hall, we will meet more shadows and spiders. After dealing with them, go to the end of the hall. There stands a throne, inside of which the spirit of a woman is imprisoned. From a conversation with her, we learn that she is custodian and manager this fortress. The "Spirit of the Fortress" will unlock the door to the dungeons for you and ask you to find Merwald.

Through the door we get to the first level Endless Paths Aud Nua. We need to get into the door, located near the entrance to the location. The door is closed, but we can open the door ourselves if we have the Mechanics skill (3rd level and lockpicks, or 4th level, where lockpicks are not needed). Well, or we can find the key to the dungeon, which is located with the xaurips who live nearby. By unlocking the door using any of the methods above, we will enter Merwald's abode. Once inside, we will begin to communicate with the merald. Those spirits that we will meet on the way to Merwald (the spirit of a marauder, mother, soldier) will tell us about his past lives.

We learn that Merval has gone mad. After some torment Merwald in regards to his past lives, he's going crazy and attacking us.

We kill him (advice - knock down the caste of the guardian, since his spells are powerful. You can knock him down) and after the death of the old Guardian, we choose what to do with his soul.

1 bind the soul of Mervald to the lower levels of the fortress, making him the guardian of the fortress;

2 let the soul leave the world, allowing Merwald to find peace;

3 absorb Merwald's soul.

After Mervald dies, we return to the statue of the "guardian of the fortress". Caed Nua becomes our stronghold, which we manage as we please. Act I completed .

Act II - Never Far from the Queen

Getting to Coperlane, falling into catacombs, heading to Temple of Woediki(go straight to the stairs, all the same location, and finally up the stairs to the temple itself). As a result, after talking with one of the cult members (a strange man in a hood), we have two options for passing: Kill everyone (not recommended) and pretend to be one of them in order to find out information.

The best way to complete the quest is its peaceful half: Pretend to be one of the followers.

If you suddenly went through an aggressive way and did not survive at the right moment, there is a solution:
Go to C:/%user%/saved games(Saved games)/pillars of eternity find your last safe with a bug, open Winrar or 7zip and delete all files starting with "First_Fires..." (just in case, make a backup), we go into the game, load the last safe and please, everyone is alive, the level is reloaded, you can try to go through it correctly again.



We pretend to be one of the servants, having found a mask with a hood, there are 2 options: 1. Take it from a corpse in the catacombs. 2. To take away by force from the newly initiated (located at the top , on the map). Taking the mask, we speak with the new initiate, learning from him the secret answers to the questions that we will be asked in the future. It makes no sense to write them, because. recognizing them, they will appear in the answer options. We go along the corridor at the bottom of the map, and stumble upon a rite (before entering the door, put on a mask and enter alone), after which, having correctly answered the questions, we will be given a new task.

The "god-like" race, despite the fact that they cannot wear anything on their heads, when approaching the door, the game will activate a script where they will offer to put on a mask with a hood, and then display a message that "everything worked out albeit with difficulty" . In the case of other races, everything is simpler, we dress by hand and calmly go to the main hall.

Act II - The Man Who Waits

We get this quest automatically as soon as we complete the quest "not far from the queen" (i.e. after we see a vision in the temple of Woedik, in the catacombs under Coperlane). We leave the temple, we ask any Justinarian about a place full of madness. We'll be sent to a sanitarium in Blackenberry. After entering the sanatorium, we speak with the head of the prison about a member of the fraternity of the lead key. We ask Audmer, in one of the nearest rooms, about a member of the fraternity. Then, up the stairs to the lower level.


Arriving at the laboratory of animators, we meet three NPCs in neighboring rooms - Belasidzh, Moered and Ripley. By the way, in the room in which Ripley is located, we can pick the lock on the chest (it requires 5 points of mechanics) and take records of four patients. We can also open the box and take a letter from Azo. After we have collected enough information, we return to the head of the prison. After the conversation, we get access to the patient. We go back down and go through the previously closed door.
We enter the main hall and speak with Freyol, find out where Kaedman Azo is located. We'll meet him at the next lab. As a result of this meeting, we will receive the key.

We head to the door to the north. We go into the ward and start a conversation with Gram, while touching his soul. Then, we go to the chamber at the end of the corridor and touch the soul of Uskgrim, who turns out to be the member of the Brotherhood we are looking for.
Uskgrimm runs away, so we go to the upper level, along the way we fight with several opponents. After returning to the upper level, we speak with the head of the prison.

Act II Undying Heritage

Our path lies in the area of ​​the Treasured Hill. We can get to it from the First Lights. Trying to enter the area, we will be stopped by the Justicar. There are two ways to enter the Treasure Hill - use a high level of power (at least 18), complete a small quest, or (recommended) pay 1000 coins.

After entering Treasured Hill, we head to the western part of the map. Along our path, fighting the undead. Skeleton mages are a big threat, so we attack them first.


We need to get to the entrance to the Tower. Entering it, we need to climb up, simultaneously killing the ghouls. Climbing to the top, there will be a strange, ghoul-like person, we talk to him and find out that we need to find Ikant.
We go down and head to the northern part of the treasured hill, where Ikanta's house will be. We go in and talk to her about cars. We find out what we need and return to the tower, where, having risen to the last floor, we speak with the “half-ghoul”. There are two things that we can do - either turn off the machine or increase its capacity, which leads to overload. We will get positive reputation points if we do the latter.

Act II - Through the gates of death (Through Death's Gate)

H We head to the village of Deerford, located south of the city. Arriving there, you can find an alternative entrance to the ruins along the destroyed bridge - through the death gate.
After we get to the village, we enter the temple and meet with the harbinger of Beodmar. He will share information about the ruins with us, which will be our next destination. We go through the Northeast exit from the village to reach Dearford. There, we go North. We must enter the ruins; there are two ways to do this. The first one is through the main entrance (It is guarded by a warrior and a hunter with a tamed wolf).


We will need to defeat them all before we can enter. The second option offers us to reach the destroyed bridge. On our way we will meet marauders who can be easily defeated. We risk crossing the bridge, because characters with a low level of athletics can get injured and, as a result, they will start scouting the ruins weakened.
Regardless of the path we choose, we begin our exploration of the ruins in the eastern part. It is not necessary to explore all the ruins - instead, you can focus on finding the stairs to the second level. It will be easier to take short route below, although there are a few traps. On the way we stumble upon monsters (First of all, we kill magicians and druids).



Our first task on the second level of the ruins is to get to the main hall. If our character has a high level of mechanics (at least 6 points), we can open a nearby door. Otherwise, go and find the key, which is in a chamber in the northern part of the ruins. There will be traps and animals, so be careful. In the chamber with the key, we will be ready for a shadow that is not weak, not strong. We study the pond and find the key.
We use the key on any door leading to the main hall. We finish off the enemies attacking us and get to the stairs. Thanks to this, we will get into those parts of the ruins on the first level that were inaccessible until now. We speak with the statue, which will open a new vision for us.
Finally, we leave the ruins. We can return along the same trajectory or interact with the waterfall, which will take us to the west. This is especially recommended if there is a party member with at least 16 points of Constitution. In this case, we can grab the edge of the tunnel after that and find a valuable treasure.

Act II - The Hermit of Hadret House

We get this quest automatically after we complete the quest "The Man Who Waits". After leaving the Asylum, we will stumble upon one messenger. We listen to a message from him and head to the house of Hadret. Arriving there, you need to talk with Lady Webb (she lives in a room located at the top of the stairs). We tell her about the events in the sanatorium. She asks us to inform her about the activities of the Brotherhood of the Lead Key.
The quest with her can be completed last, having completed all the other tasks of the 2nd act.


In order to receive an invitation, you must first win the favor of one of the three factions, the House of Domenel, the Knights of the Crucible, or the Dozens. The Domenels' house is located in a large estate, in the center of the Breakbury district, the Knights of the Crucible are located in the area of ​​\u200b\u200bthe first fires, the Dugens are located not far from the Coperlane district (we could meet one of them, before the start of the 2nd act in the city). After we get the right amount of reputation points for the desired faction (we are free to choose a faction - this will not have any effect on the rest of the quest), we meet with the faction leader and ask for an invitation.
Important note - do not continue this quest until we have completed everything side quests in this city. After the quest ends, we won't be able to return to the city for some time. The same applies to all other important points, such as the development of free places (you need to explore the hospital, because it will become inaccessible), or meeting with merchants.


After we receive an invitation from one of the groups, we return to Lady Webb and talk to her. We head into the first lights and enter the Ducal Palace. We are waiting for the beginning of the hearing (it is headed by Duke Eivar). No matter what we say, the duke will be killed towards the end of the scene.
After that we will see a small cutscene and watch a vision, (all this after leaving the Ducal Palace). We need to get back to Lady Webb, that is, to Brackenbury. We enter Hadret's house and go to the room on the top floor. We touch the soul of Lady Webb, whose body lies on the bed. Leaving the city, we move on to the next act.

Act III - The Assassin at Large

After we move on to Act 3, i.e. after completing "The Hermit of the House of Hadret" and after we leave the city, we go to the Aedelwan Bridge. We go to the east, to locations that were not previously available.


Right after we go down, we will be stopped by the members of the lead key. You can try to persuade them not to fight using a high persuasion skill, however it will be difficult - first you need to intimidate them and then convince them that we will let them live if they leave. With a conversation, as a rule, it may not work out, then you will have to take part in a rather difficult battle. Starting a fight, we will attack the magicians and thieves, first of all, the fighters, last. Now we can go to the passage to Elmshor. We pass this location and go to the Southeast exit. Thus, we will get to Hertsong (Hearthsong).



In Hertsong we speak with a warrior in the palisade and then, with the corresponding tribesmen a little ahead. Now we can talk to Animancer Betwyl, who is the head of the Animancy Council.



We leave the building and go to the east passage. We are heading to Twin Elms, in the northeastern part of the region. On the bridge, we listen to a conversation with Taos and meet with the sisters, i.e. Siddha and Rihenv. There are two new main quests

We will receive this quest after we meet with Siddha and Riheven. After talking with them, we will be sent to pray to the deity and, for this, you need to enter Evron. We go to the eastern part, the same location and find an altar with fragments of Adra. We take the item and go to the central part of the hall of stars to place it in the appropriate slot. This will unlock some of the pulpits, thanks to which we will be able to pray to a specific deity.

After interacting with the pulpit, there will be a cutscene in which you will need to select the appropriate dialogue option related to the correct ritual. We can use books that can be found in bookcases nearby for reference, and if we don't feel like reading them, we can use ready-made solutions. If we do everything right, we will unlock new quest associated with this deity. If we make a mistake, monsters will attack us, the types of which depend on the specific deity.


Hylea - choose the fourth dialogue option - "live every note of the song of life."


Galawain - select the third dialogue option - "survival begins with strength from within".


Berath - take the second dialogue option - "there is life in death and death in life".


Rymrgand - Choose the seventh option - "all life ends in silence".


After completing the quest for the deity we have chosen, we return to the pulpit and pray again. During the vision, we always choose the option from the top of the dialogue, thanks to this we will not push the deity away. For the storyline, we only need one quest in favor of one of the four deities, but it is better, of course, to complete all four tasks.

Act III - The Court of the Penitents

We must reach the ruins of an ancient prison on a buried island. First, let's go to OldSong. In the eastern part of the district, there is a ferry crossing. We speak with Dorvhal and confirm that we want to get to the island.

After we get to the island, we go to the pit and jump inside. Note! Before making the jump, we make sure that we have performed the service of one of the deities.


Now we just need to go into the hole. The quest will automatically complete.

After we make the jump, we will not be able to return to the world map. Therefore, we make sure that we have already been to the places required to visit, and we want to finish the game.

Finishing Act 3

Moving east from the rural plains, you will be able to enter the territory of Stormfall Gorge. If you visited the Bay of Defiance before, then you managed to visit here. One way or another, you will have to destroy the Knights of the Horn either at the entrance or already at the exit. Walk towards the south to find the ruins on the left side of the gorge, where there will be three pugs. Approach the round stone outside the circle and inspect the hole. Insert the circle of andra there, which should have been taken from the giantslayers. So you get rid of the water and you can proceed further.

How to get to Gemini Elms?

Don't worry about it. When this target appears, just keep going. storyline. You will reach this location at the beginning of the second act.

How to ring the bells when completing a quest?

In Pillars of Eternity, you have to complete the puzzle quest "Three Bells in the Temple of Eothos". The sequence of interaction with the bells is as follows:

  • on right;
  • in the center;
  • left;
  • on right.

Where is the dwarf with whom you need to talk and tell about the miller?

Look for him in the tavern.

In the process of passing the quest "Redrik's Fortress" there will be a door behind the main gate, for which you need a high skill to open. I don't have those characters. What to do in this case?

You can head to the left side of the entrance and climb the wall. Change clothes, and then look for a character named Nedmar. Follow the catacombs and release the young guy. After doing this, you will receive a key from Nedmar leading to the throne room.

But there is a second way! On the right side of the fortress, look for a sewer grate that can be unbent using force.

Where is Redrik located?

You will find it in the throne room of the fortress of the same name. You can get there using the chapel, but first you need to take the key from the priest located in the temple on the castle grounds.

How many sword fragments should be found in the dungeon under the fortress of Caer Nua?

In total, there are four fragments of the blade in the Od Nua dungeon, and all of them are located on level 13, where the same closed door is located (we reported on where to look for the password from it in a separate guide. We are talking about a sphere, a handle and two fragments of the blade itself.

How to get to the fortress of Od Nua?

You can move there through the Black Meadow location.

How to get to Elmshor?

To get to Elmshor, you will need to complete story quest in the main city. After there will be a flood, and then you can move on.

Why travel to Aude Nua and what can you get?

If there is any hero in the castle, then you can send him on an adventure. For this, the whole group will earn experience points, receive items and money. You can pick up the reward from the treasury on the first tier of the castle, it lies in the chest.

I can’t get around the bridge by water, I can’t do it through the castle and the Black Meadow either. How to be?

To get around the bridge, you will have to build the "Eastern Barricades" in the castle.

Does Redrick have a treasury and where is it located?

Unfortunately, she is not. We are probably talking about his bedroom and library.

Where to find Firga from the quest "Smoldering Embers of Faith"?

Head to the duke's palace and head right into the round room.

Where to look for Ikanta in the "Imperishable Testament" quest?

Move to the north of the tower, almost nearby. The woman is inside the house where she lives.

How to get to Madmr Bridge?

To do this, you will have to move around and go along the Edelvan bridge.

Near the village of Diberford, you can find the missing daughter. There is a pool of blood nearby, what is it for?

To complete this task, you must pump the "Evil" parameter. In this case, you will have the option to sacrifice one of the allies in the squad in order to receive a bonus to the following characteristics for the characters:

  • For Aloth, this is +1 to intelligence and +5 to reflexes.
  • For Eder - 1 to magic and 5 to reflexes.
  • For Palegine, +1 Resolve and +1 Damage Threshold.
  • For Stoick +1 Focus and 5% Max Stamina.
  • For Saggani, +1 Perception and +1 Accuracy Bonus when attacking the same enemy.
  • For the Grieving Mother, +1 resolve and +5 disease resistance.
  • Hiravias has +1 Agility and +1 Damage Threshold.
  • For Cana, +1 Intelligence and +5 Disease Resistance.

What are the prisoners in Caed Nua for?

For each prisoner you will receive a ransom, earning gold coins.

How to get to the Endless Paths location?

Go to the fortress of Caed Nua for a story mission, in which you should find Merwald. By doing it, you will find yourself on the first level of the Endless Paths - in the dungeon of Od Nua.

How to get a fortress in Pillars of Eternity?

Passing the main storyline, you will receive the fortress of Kaed Nua as soon as Mervald, her previous keeper, dies.

How to get to Caed Nua?

Leave the location "Gilded Valley" through the eastern part of the map and go to the "Black Meadow", from where you should move straight to the east. From here you will reach the fortress of Caed Nua.

What to do with Merwald?

Regardless of how you communicate with Mervald, the guardian Kaed Nua will attack the GG. There is no choice - kill him. When the fight is over, you will have a choice regarding Mervald's soul - bind it to the Endless Paths, which will significantly increase the protection of the fortress, force it to leave the world, increasing the prestige of Caed Nua. But there is a third option - you can absorb all the knowledge using the fusion of souls. This saves a lot of time, but at the same time makes it possible to study secret room at level 13 in the Od Nua dungeon.

What to do with the white wyrm egg?

This is a normal pet that will run next to you. It cannot be killed, as well as used for other purposes during gameplay.

What to do if you know where the cache is, but the character does not find it?

Pay attention to the mechanics skill, which is responsible for disarming traps, finding hiding places and picking locks. For example, to find the key from the underground temple of Eothas in the first city, your mechanical skill must be equal to five.

Igor Patrin

The Imperishable Testament in Pillars of Eternity is secondary quest associated with the visions of the Acolyte. One of them will feature a tower in a wealthy area near a cemetery. Treasured Hill in Defiance Bay fits this description perfectly.

Walkthrough:

To receive an official invitation here, you must first take the Lost Guardians quest from Vile in Forge Hold. At the same time, entering the tower is quite difficult, because if you go to the west of it, then along the way you will encounter a decent squad of undead.

Now you need to climb to the top of the tower, simultaneously killing the undead inside and collecting the diaries of the animancers. After that, going up to the roof, you will find that there is a strange mechanism that can already be seen during the Awakening in the Silant Lees Ruins. Here you will meet Aldhelm, who is studying it.

Imperishable Testament in Pillars of Eternity

Next, the player learns that you need to learn an ancient language in order to understand what's what. We get down from the tower and follow Itakana's house in the west of the district - after talking with her we get Full description how the device works.

Also here you can find a description of the passage and other side quests, such as, for example, or.