The Great Hall is the heart of the Caed Nua keep in Pillars of Eternity. To repair it the Main Keep upgrade must be purchased. The heart of all commerce and activity in the keep (once, at any rate), the Great Hall fell into disrepair under Maerwald's care. When you first enter, it's in a state of ruin, like most of Caed Nua. Restoring it with an upgrade allows you to receive adventures and get Poradnik do Pillars of Eternity: Docieramy do miasteczka i warowni, które już niedługo będą pod naszym władaniem. Caed Nua to opuszczone miasteczko, do której trafisz w ramach postępów fabularnych. Początkowo wszystkie budynki będą zniszczone, a po lokacji będą kręcić się duchy, z którymi musisz toczyć pojedynki. Dopiero z czasem, wraz z wykonywaniem misji związanych z wątkiem głównym, miejsce to stanie się twoją bazą, którą będziesz mógł rozwijać. Mapa - Caed Nua Zobacz mapę w oddzielnym oknie lub kliknij prawym i wybierz Zapisz jako, by ją pobrać 1 - miejsce startu. 2 - Kana. Bard stojący przy wejściu do miasta, który może dołączyć do twojej drużyny, co jest równoznaczne z rozpoczęciem zadana dodatkowego Czas i przypływ. 3 - Warownia Caed Nua. Jest związana z misją główną Stary Widzący oraz całym podziemnym kompleksem nazwanym Bezkresnymi Ścieżkami. Po wejściu znajdziesz się w Wielkiej Sali. 4 - Wschodni Barbakan - pierwszy budynek, jaki wzniesiesz w trakcie wykonywania misji Zawsze Blisko Królowej. Umożliwia przejście do Równiny na Krańcu Lasu, a przez to do pozostałych krain na wschodzie mapy. (dalsza aktualizacja wkrótce) Mapa - Warownia Zobacz mapę w oddzielnym oknie lub kliknij prawym i wybierz Zapisz jako, by ją pobrać 1 - wejście do Warowni. 2 - Zarządczyni. 3 - przejście między Wielką Salą i Książnicą (natkniesz się tu na kilka duchów). 4 - przejście między Wielką Salą i koszarami. 5 - przejście między Wielką Salą i Lochami. 6 - wejście na pierwszy poziom Bezkresnych Ścieżek Od Nuy. Następnie: Pillars of Eternity - Caed Nua i Warownia: Misje główne Powrót do spisu treści: Pillars of Eternity: Poradnik i solucja - kompletny opis przejścia More On Pillars of Eternity Najnowsze artykuły In Caed nua solo game, i try to pass the phantoms with stealth, but when i got near the stewart, an automatic script is triggered and she start to talk to me, at the end of the banter i'm not in stealth mode anymore. Is this working right? how should i pass this point? If for some reason my game is screwed and that shouldn't happen, just tell me as i have IE MOD and i will just ctrl+y Ostatnia aktualizacja: 15 grudnia 2020 Następna Caed Nua M12 Zadania łowcy nagród w Caed Nua Poprzednia Caed Nua M12 Caed Nua - Warownia M13 Zawsze blisko Królowej (Never Far from the Queen) - zadanie główneWybierz barbakan z listy Zadanie to otrzymasz tuż po ukończeniu głównego questu Stary Widzący, czyli po rozprawieniu się z Maerwaldem w Bezkresnych Ścieżkach Od Nuy (Poziom 1) (M14,1). Powróć na górę i spotkaj się w wielkiej sali z Zarządczynią (Steward) (M13,1). Dowiesz się, że stałeś się władcą warowni i będziesz mógł zlecić pierwsze naprawy. Wybierz z listy przede wszystkim Wschodni Barbakan (Eastern Barbican). Naprawa barbakanu jest natychmiastowa. Odblokujesz sobie dzięki temu południowo-wschodnie wyjście z Caed Nua (M12,8) i dodatkowo otrzymasz punkty prestiżu i obrony. Twoje kolejne zadanie to dotarcie do Zatoki Buntu (Defiance Bay), czyli do największego miasta na mapie świata. Wyjdź z warowni i skorzystaj z nowo odblokowanego przejścia do Równin na Krańcu Lasu (Woodend Plains). Po znalezieniu się w tej lokacji skręć na zachód. Dotrzyj do Mostu Aedelwana (Aedelwan Bridge). Jeśli chcesz możesz spytać się justyciariuszy (Justiciar) (M17,1) o lokalizację świątyni, dzięki czemu dowiesz się, że znajduje się ona w dzielnicy Zarzewie. Wkrocz do miasta. Po znalezieniu się w dzielnicy Miedziane Aleje (Copperlane) mógłbyś udać się zgodnie z niedawną podpowiedzią do Zarzewia (First Fires). Tam po rozmowie z Duchem (Ghost) odkryłbyś jednak, że wejście do świątyni Woediki (M22,2) jest chwilowo niedostępne. Musisz w rezultacie skorzystać z alternatywnej ścieżki. Prowadzi ona przez Katakumby (Catacombs) i wejście do katakumb znajduje się w południowo-zachodniej części Miedzianych Alej (M18,13). Warto założyć kaptur przed zbliżeniem się do ostatnich drzwi w świątyni Po znalezieniu się w katakumbach wyrusz na południowy-zachód i bądź gotowy do likwidowania po drodze małych grup potworów. Musisz dotrzeć do schodów łączących główny poziom katakumb ze Świątynią Woediki (Temple of Woedica) (M19,5). Obejrzyj wizję i wyrusz na zachód. Zatrzymaj się przy przejściu blokowanym przez Hafmacga (M19,6). Dostęp do świątyni możesz zagwarantować sobie opłacając strażników (350 sztuk złota), zabijając ich, korzystając ze Stanowczości/Intelektu rozwiniętych do co najmniej 13 punktów lub zakładając głównemu bohaterowi Kaptur Woediki (Woedica Hood). Kaptur możesz odnaleźć we wschodniej części katakumb przy ciele zamordowanego nowicjusza (M19,4). Po ominięciu strażników możesz zajrzeć do komnaty z Nowicjuszem (Initiate) (M19,7). Także i on posiada Kaptur Woediki, przy czym przekaże go głównemu bohaterowi tylko jeśli zgodzisz się na wysłuchanie jego próby i tylko jeśli rozwinąłeś Siłę lub Stanowczość do 14 punktów. Cel podróży to główna komnata w świątyni Woediki (M19,8). Zanim się do niej zbliżysz otwórz inwentarz i załóż głównemu bohaterowi Kaptur Woediki (ten znaleziony przy zwłokach lub otrzymany od nowicjusza). Podejdź do drzwi i wyraź chęć wejścia do komnaty w pojedynkę. Odbądź dłuższą rozmowę z Okrytą kobietą (Shrouded Woman) i wybieraj zawsze pierwsze odpowiedzi z listy dialogowej. Nagrodzony zostaniesz wizją. Alternatywne rozwiązanie: Możesz też wybrać wariant siłowy. Nie zakładaj kaptura i po zbliżeniu się do drzwi do głównej komnaty wejdź do środka całą drużyną. Po krótkiej wymianie zdań rozpocznie się bitwa z tutejszymi okrytymi kobietami i mężczyznami. W trakcie walk namierzaj w pierwszej kolejności osoby władające magią. Po wygranej bitwie podejdź do jednego z duchów i dotknij jego duszę. Następna Caed Nua M12 Zadania łowcy nagród w Caed Nua Poprzednia Caed Nua M12 Caed Nua - Warownia M13 Spis treści
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watch 02:58 No Man's Sky Update - The Loop “ Old and dry, with cobwebs in every crack. It reminds me of Woedica. ” ~ Durance Caed Nua is a stronghold in Pillars of Eternity, located in the Eastern Reach north of Defiance Bay. It was constructed directly above the Endless Paths of Od Nua. Relatively early in their adventure, the player is awarded this stronghold and house. Caed Nua then becomes the common rally point for their companions and a domain to manage. They can use this as a base of operations for storage, rest, organization and investment as they desire. The stronghold also has a unique play mechanic surrounding the allocation of resources. This is geared toward making the stronghold a profitable side-venture for the characters. It provides the player with the ability to make large scale changes, undertake special quests, customize the contents of the stronghold and the surrounding environment, and engage in light strategic gameplay between adventures.[1][2] Background[] Engwith[] The site of Caed Nua once belonged to the vast estate of Od Nua, the legendary king of the Engwithans two thousand years ago. Beloved by his people, he was driven into madness by grief and machinations of the Children of the Wheel following the death of his son, Maros Nua. The entire keep became a research center focusing on life, death, and preventing souls from passing the Shroud. Necromancy or the science or immortality? Whatever the name they chose to grant to it, the escalating strain on the people Od Nua ruled and ruthless, bloody experimentation eventually culminated in a mob of angered Engwithans storming the castle and putting an end to Od Nua's research. Although only fingers of the great adra titan constructed adjacent to the research center remain on the surface, they are a testament to the scale of this massive project that spurred research into deeper branches of animancy and advanced Engwithan megastructure construction skills. Aedyr[] The Engwithan ruins lay abandoned for centuries, deterring all attempts at exploration or exploitation. It was the only ruin across the Eastern March that Eir Glanfath refused to defend. This made it a lucrative target during the colonization of the Dyrwood under the Aedyr Empire, with the first Erl of Yenwood erecting a keep on site to protect his family's claim to the ruin and excavate it in peace. In recognition of the keep's strategic location, all rulers of Caed Nua were granted the title of Roadwarden. The very first Roadwarden, Cafed Eodhart, forged a badge of office, the Whispers of Yenwood, which are said to be only ever found by those meant to rule the keep.[3] But all things come at a price. What was first a prospect of great wealth turned to maddening obsession. The erl devoted his life to excavating the ruins below the keep. They had been sealed with rock and soil, deliberately so. He dug his entire life and never found what he sought. His obsession became his son's, and his son's son's. And one day, the young erl broke through. Beneath was an endless maze, incomprehensible in its construction. But he would never come to learn more than that. Vile and dangerous things had taken residence there and they poured up through the keep and slew its residents, the erl among them. After that the keep remained abandoned for over a century.[4] Free Palatinate[] Around 2823 AI, a young noble by the name of Maerwald attempted to reclaim the keep. Following a promising initial resettlement, his soul sickness cripples the reclamation effort and Caed Nua falls into disuse again.[4] It isn't until 2823 AI that the Watcher reclaimed the keep from its afflicted owner, becoming the new Roadwarden. Their claim was immediately challenged by Lord Arledr Gathbin. Erl Bademar ruled that the keep is legally the property of House Gathbin, but the Watcher must be properly compensated. The Lord immediately rejected the ruling, effectively abdicating his claim and confirming the Watcher as the new Roadwarden. In time, he would attempt to wrest control of the keep by military force.[5] Gyrd Háewanes Sténes is a prize that belonged to one of Caed Nua's many lords, kept in the vaults of Defiance Bay until a rightful ruler of Caed Nua emerges.[6] Points of interest[] Before the renovation Caed Nua is more or less a derelict. Except for the Keep and Brighthollow, all of its buildings are in a state of advanced disrepair and the place is infested with a variety of hostile spirits. Kana Rua is found standing by the western barbican, examining the masonry. Recruit him for a new character in your party, then enter the courtyard (the exterior has naught but a few plants in place). Wipe out the spirits Map markers[] Before the keep is restored[] Brighthollow Caed Nua Keep Eastern Barbican After it is restored[] Artificer's Hall Botanical Gardens Brighthollow Caed Nua Keep Chapel Craft Hall Curio Shop Eastern Barbican Forum Hedge Maze Training Grounds Warden's Lodge Western Barbican Characters[] Kana Rua, an aumaua scholar and companion. Companion reactions[] Some companions have a special comment upon entering through the gates for the first time: Aloth: "Looks like this place has been abandoned for years." Kana Rua: "Once more through the gates! With more success this time, I hope." Durance: "Old and dry, with cobwebs in every crack. It reminds me of Woedica." Enemies[] Before completing The Old Watcher, Caed Nua is infested with a number of spirits, impeding progress further into the keep. Exterior:Spirits: Blights Flame Blight Small Earth Blight Small Flame Blight Shadows Phantom Shadow Wisps Will O'Wisp Dungeons:Beasts: Spiders Spear Spiderling Spear Spider Ivory Spiderling Ivory Spinner Plants[] Note: All plants are located in the exterior area. 1x Dyrcap 2x Skaenbone Behind the scenes[] The stronghold was a reward for the Kickstarter campaign reaching the $ million stretch goal. This area contains developer commentary. “ Caed Nua, or the player stronghold, was one of the more technically challenging levels in the game. Not only is this level the player's home base for most of the game, but the design had to conform to specific constraints based off the system we use to dynamically alter the map as the player upgrades their stronghold. We had to take special care of how parts of the scene spatially related to one another. Due to the nature of our tiling system, the map was more or less built on a grid, but still needed to feel organic. This was to ensure the level never felt bland in its layout while still being cognizant that if the player upgraded a specific building, or other landmark on the map, it wouldn't overlap with another. ” ~ Matthew Perez, Junior Designer Map[] Map - Caed Nua Gallery[] Caed Nua in its unrestored state Caed Nua in its restored state …and after its restoration Part of the Stronghold shown during development References ↑ Pillars Of Eternity - Manual ↑ Update #20: Lore Tidbits, Campaign Almanac, Big Ol' Stretch Goals, and... Environment Screenshot! ↑ Marshal Forwyn ↑ Steward ↑ A Call to Court, A Return to Court, The Battle of Yenwood Field ↑ Chancellor Warrin Is anyone else having this issue? I have played for nearly 40 hours restarting characters and trying out different things until I found a build/character I enjoyed playing. A few days ago I started this "final decision" playthrough. I skipped past most of the quests in order to recruit all the non-expansion companions so I could "start" playing the game with a full party. I got to Caed Nua Table of ContentsIntroductionMechanicsTipsCopyright and AcknowledgmentsCharacter CreationLevels and ExperienceRacesClass OverviewAttributesCulture and BackgroundSkillsBarbarianChanterCipherDruidFighterMonkPaladinPriestRangerRogueWizardUniversal TalentsBuildsCompanionsThe Hollowing of the Dyrwood - Act IThe Gilded ValeThe Old WatcherLord of a Barren LandThe Hollowing of the Dyrwood - Act IINever Far from the QueenThe Man Who Waits and Other StoriesThrough Death's GateThe White March - Part 1Durgan's BatteryThe White ForgeThe Siege of CrägholdtThe Hollowing of the Dyrwood - Act IIIThe Assassin at LargeCouncil of StarsThe White March Part 2The Iron FlailThe Forgotten ArmyThe Hollowing of the Dyrwood - The FinaleMemories of the AncientsEndless Paths of Od NuaCaed NuaUpgradesEventsBountiesItemsMundane EquipmentUnique WeaponsUnique Armour and ShieldsAccessoriesSoulbound ItemsGrimoiresConsumablesCraftingIngredientsDurgan Iron IngotsMiscellaneousPetsInns and LodgingsBestiaryBeastsPrimordialsSpiritsVesselsWildersAppendix: Relative PacifismTrophiesYou acquire Caed Nua as your stronghold towards the end of Act 1. It serves as a base of operations, a resting place and the location of the bonus are two statistics associated with your stronghold:Prestige increases the amount of taxes you collect and improves the chances of good events occurring. It is also a factor in the quality of Adventure reduces the loss of tax revenues to banditry and reduces the chances of bad events are a total of 25 upgrades you can make to your stronghold. Each has prerequisites and provides various bonuses as well as unlocking more Barbican--+1+2--Main KeepEastern BarbicanUnlocks visitors and Adventures+3+414003dBrighthollowAllows resting+2-5002dWarden's LodgeUnlocks resting bonus and bounties+2+210002dWoodland TrailsUnlocks resting bonus+1+215003dBrighthollow Courtyard PoolBrighthollow-+1-6001dBrighthollow Hearth-+1-6001dBrighthollow Lab-+1-6001dBaileyMain Keep-+2-8002dBarracksUnlocks hirelings-+320003dDungeonsAllows keeping prisoners--12003dLibraryUnlocks resting bonus+2-9002dMerchant StallsAdds merchant--14002dTowersUnlocks resting bonus+2+18002dWestern Barbican--+29003dBotanical GardenBaileyProduces plants+1-18002dForumUnlocks resting bonus+4-12002dHedge MazeUnlocks resting bonus-+314002dTraining GroundsUnlocks resting bonus-+215002dArtificer's HallWestern BarbicanUnlocks resting bonusTrap merchant+1-16002dChapelUnlocks resting bonus+4-20002dCraft HallUnlocks resting bonusWeapons and armour merchant+1+116002dCurio ShopProduces creature partsCurio merchant+1-18002sSouth Curtain Wall--+425004dWest Curtain Wall--+425004dYou have to repair the Eastern Barbican to progress the main quest. There is a trophy for completing 5 upgrades and another for completing all all of not upgrade your stronghold too quickly. You need to complete Minor and Average Stronghold Adventures for a trophy and high Prestige can make these impossible to you progress and complete quests, events will occur back at your stronghold. This can be a visitor, an adventure or an on your Prestige, some visitors will be welcome, others less so. Typically they have some sort of problem and ask you to help them out. Doing so may cost you money or cost you the services of a companion for a short a decision will reward you with 200XP and you may earn a unique item into the bargain. If you don't attend to them, visitors hang around the Great Hall for a while. While there, they may increase or reduce your keep VisitorsAzzuroIf you can assure the safety of his caravans (5000cp or lend him a companion), he will sell rare and unique items at decent prices. You have to keep an eye on your stronghold status because there is a limited time window in which to buy his wares and it possible to miss him while travelling from one end of the map to the (+3 Prestige, +2 Security)Pay 2000cp to give him safe passage or have a companion escort him for +1 the animancer costs you 2000cp or the services of Aloth / Edér for several days. You may want to ignore Sidroc (+3 Prestige)Tell him to grow a pair (Survival 5).Odeyna Fyrghest (+5 Prestige, +5 Security)The Dozens deem her to be a hero but she's fed up with them. If you have high reputation with the Dozens, tell them to back off. Otherwise, allow her to VisitorsGafol the DrunkardSimply get rid of him in any way you ByrnwigarUrge him to treat his tenants better (Benevolent 2) for a Prestige the Deft Hand (-1 Prestige, -3 Security)She is trying to evade the law. If you help her escape, she will give you the unique Cape of the the ShacklerSlaver. You need to have recruited Hiravias to have him VisitorsEmploy the ones that raise Prestige, ignore the ones that don't. Money won't be an issue by the time they start showing Noblewoman200cp / day, +6 Warrior50cp / day, +3 Prestige, +2 Psion100cp / day, -2 Prestige, +2 of St. Waidwen90cp / day, +1 Prestige, +3 Soul Hunter100cp / day, +2 Prestige, +3 War Criminal350cp / day, -4 Prestige, +3 8th turn, you will unlock a stronghold adventure. To complete it, you must assign an idle companion ( one not currently in the party) before the time runs out. The assigned companion receives bonus are five levels of adventure: Minor, Average, Major, Grand and Legendary. There is a trophy for completing one from each level. However, the only way to tell the level of adventure is by the number of turns it takes to complete: from 1 (Minor) to 5 (Legendary).The level of adventure is determined by adding your Stronghold's Prestige level to 2d50. A result of 25 or less results in no adventure while a result between 26 and 50 results in a Minor adventure and so on. Legendary Adventures require a result of 126 or greater. The roll is made some time before the adventure comes up so you cannot save-scum for a desired level. You can, however, save scum for a specific adventure of a given level if you make a save just before turning in a quest that will increment the turn number. For example, if you check your Stronghold status and the turn number is currently 31, completing a quest will increment the turn number and trigger an adventure so you can save immediately before turning in the adventures available at various levels are as Waters, Broken TombsYcg Br Tomb FragmentClerical ErrorsSt. Borragia's TearsA Court of SpiritsBelt of ChimesA Forgotten HollowWyrwood RingThe Ivory HornThe Nautilus of Or-GrammonThe Night MirrorNight Mirror FragmentSacred SkinGreenstained BootsThe Sky BreakerRod of Wind and ThunderWitch's WalkThe Witch's HatAverageBound and BuriedBinding RopeThe Mourning CircleMourning GlovesThe Page UnturnedThe Blind Monk's VenomSkulls for MotherFather's TeethStill as StonesMossy Rock x5To the WaterlineIverra's Diving HelmetThe Weaver's SongCloak of ComfortA Wreath of AshesRemembrance AshesMajorThe Celebrant's DirgeCelebrant's GlovesA Curse of Cold ClayRemembrance of Life's WarmthRing FingerNidhan's FingerSt. Ifen's KnotIfen's CradleThe Unworn PathPatchwork BootsWhat the Well HoldsSwaddling SheetA Whistling in the ReedsRed Reed WandGrandThe Crossed EyeCrossed PatchLavender and LyeLavender WreathLovers' LightLovers' RingsA Place of Great SilenceThe Looking-Inward ChimeThey Who Woke the StarsConstellated CloakThe Wax MakerHelwax MoldLegendaryAt the Edge of All Known ThingsAmaia's CodexThe Coal EaterBlighted CoalsThe Glass TreeGlittering GauntletsLiminal SpeciesEthereal HelmA Solitary MarkMarked AmuletThe rewards are listed in the Accessories reference. When you've completed all the named adventures, you will receive random adventures that give you nothing so often, your stronghold will be attacked by can choose to auto-resolve this, which usually works in your disfavour leading at least to the deaths of hirelings or destruction of property. Alternatively, you can "manually" resolve it which requires you to be present and has you fighting the enemies. If you allow the clock to run down, the game will auto-resolve the attack for manually resolve the attack without having your keep destroyed, you need to be in the grounds of your keep at the very least. Also, the game interface is unclear as to which button is highlighted. This is what you want:Once your Security reaches 50 or thereabouts, attacks will stop you've restored the Warden's Lodge, you can go inside (it's the building just outside the keep). Speak to Warden Fyrgen to see what bounties he has - First BatchBounty: Sly CyrdelSly Cyrdel and his crew can be found in Magran's Fork near the Adra Formation in the The DwellerThe Dweller is threatening merchants in Black Meadow. He is a level 9 Forest Lurker and can be found alongside three Greater Earth Blights and two Trolls near the second (eastern) dragon Nalrend the WiseNalrend is an Ogre Shaman who has taken up residence in Elmshore. You will find him in the Elmshore Cave in the north of the area. He is accompanied two Elder Bears, two Ogre Matrons and an Ogre Warchief IklakIklak is a Xaurip High Priest who has moved to the xaurip camp in the northern section of the Valewood. Iklak is accompanied four Champions and four High Priests and likes to hang back. Along with his head, Iklak drops the Ivory Wurm - Second BatchBounty: Daroth GrimaultDaroth is a Fampyr who has set up a cult in the Copperlane Catacombs. He can be found close to the Temple of Woedica entrance and is accompanied by a Fampyr, two Skeletal Wizards, two Skeletal Rangers, three Guls and two ThorfenThorfen is a priest of Eothas who has been desecrating gravestones. You will find him in the graveyard in Esternwood. He is accompanied by two Eothasian Wardens, an Eothasian Warmage and two Eothasian Zealots. The Warmage drops a Gilt Grimoire while Thorfen drops Exceptional gear and the unique Coat of Ill Payment GlasdialGlasdial is a troll who can be found in the lower level of Lle a Rhemen which you can reach via the lower section of Stormwall Gorge. He is with two Swamp Spores, three Corrupter Druids and a total of four Pŵrgas. Use Prayer Against Treachery to protect against the Swamp Songsmith RoskaRoska has earned the enmity of the Glanfathans for looting Engwithan ruins. You will find him and a group of Norwaech Prospectors, Delvers and Sappers in the northern section of Clîaban Rilag. The sappers drop Sapper's Tome grimoires while Songsmith Roska drops a suit of Exceptional plate - Third BatchBounty: FoemynaFoemyna is a ranger who feeds travellers to her animal companions. You will find her in Woodend Plains northeast of the crossroads accompanied by several Elder Lions and Bears. Foemyna drops the Rain of Clodagh Field war Galen DalgardGalen Dalgard is a slaver who has had a price placed on his head by an ill-wisher. You will find him at Madhmr Bridge north of the crossroads alongside five slaver associates and two Aedyran Priests. Most of the group drop trash but Galen drops an Exceptional sword and the unique large shield Old Gerun's DevŵenDevŵen is a Menpŵgra who has established a cult in Northweald. You will find her in the Northweald Cave accompanied by four Corrupter Captain MuārumiCaptain Muārumi is a pirate with a price on his head. You will find him in the Sea Cave in Anslög's Compass alongside his dastardly crew of Cutthroats, Raiders and Ondrites. Alongside his head, the not-so-good captain drops the unique Pliambo per Casitàs - Final BatchBounty: High Arcanist YslyYsly and her cabal can be found on the second floor of the tower in Heritage Hill together with four Talanteir Sorcerers and two Talanteir Guardians. Ysly drops the unique rod Pretty Pretty's Rib while the Sorcerers drop Sorcerer's Naroc the ProphetNaroc is a Glanfathan Cipher who can be found in Cilant Lîs alongside two Outcast Shamans, two Outcast Warriors and two Outcast Hunters. Naroc drops the unique Elardh Dwr SserkalLord Exarch Sserkal is a Vithrack whom someone wants removed. You will find him in the northwest of Pearlwood Bluff accompanied by five Vithrack Exarchs. Get Prayer Against Treachery up and take them out. Sserkal drops the unique Gwisk Glas robe. STREAMING ON TWITCH.TVhttp://www.twitch.tv/gamesglitchesJOIN Steam Group!: http://steamcommunity.com/groups/TwitchArmyCheck out My Site! Always Improving!: h Caed Nua Speak to Kana and ask him what he is doing. Ask him what he wants of Maerwald, then provide an [Honest] answer. Then tell him that you will meet Maerwald together, and that he seems very calm about this. You will then need to remove someone from your party, if you have previously added the people I suggested. All party members are available to re-hire later anyway (either at Black Hound Inn or your stronghold later), so remove one of the characters you created. I chose my now have three quests tied up in finding Maerwald, and it’s almost time to find him. Go around killing things inside the keeps grounds. Enter the door on the left side first, even though there’s nothing to do there. We need to explore every map available in the game and this is one of them; just enter and exit straight away. Now speak to the spirit hanging around the doorway to the right. Ask “do what” to realise it is just a re-enactment of days past. Now enter the keep’s great of the vases on the right as soon as you enter contains a unique sword (Whispers of Yenwood) so collect it. When you walk through the center of the hall to the back wall a steward will begin a conversation with you. Tell her that you are looking for Maerwald. Then ask about her halls, then ask for more information about Maerwald and where you can find him. Ask whether she is imprisoned in the throne then ask about the erl and what he found. Then finish the conversation. You now basically have the choice of three doorways (the top right leads nowhere but an empty chest).Head first to the bottom right doorway, which is the library. There’s not much in here but a couple of hostile take the bottom right doorway, which is the barracks. There’s nothing in here though, so leave take the top left doorway and talk to the spirit mother next to the steps. Don’t say anything straight away, but then ask about the father, and then about the people the Glanfathans killed. Her story finishes and you can now take the steps down to the dungeons. There’s nothing much in here except a lot of spiders. Kill them all then speak to the commander spirit. Listen to him, and he will disappear. Now exit from the opposite end that you entered from to the “Endless Paths of Od Nua” level aren’t going to stay here long (if you can pick the lock directly north of where you come in. If you’re following this walkthrough, you probably would’ve sunk enough points in to one character’s mechanics to get this). Inside, talk to you confirm that this is Maerwald choose the [Diplomatic] option. Tell him you were accosted by spirits and that he seems to have lost his mind. Then use the [Lore 2] option. Ask why the past lives still trouble him then choose the [Benevolent] option. Confirm that you met the mother in the keep, then choose the [Passionate] option. Ask how you tell a spirit from a memory and that you’ve seen apparitions yourself. Ask how you would have been awakened and how to make the memories go away. Ask about the Leaden Key and who the queen is. Then ask if the Key can undo the Awakening and where you might find the key. Then tell him you need to go to search for the man. Choose the [Diplomatic] option to fight him updates the Time and Tide quest and you will gain a new ability. Draw on the energy of the rope. A quest will be completed, another will begin, and another will be updated. Collected Maerwald’s Grimoire from his go back upstairs and through to the great hall. Speak to the steward again and tell her you had no choice. Say that you’ve always wanted your own keep. Ask what being the master entails, then ask about the cursed keep. Now you will ask about the Endless Paths and the Master Below, then about you being the master of the keep. Go back to your other questions and ask how you repair the barbican, then tell her you’re off to the city. You will then have the option to repair the keep, but we CAN'T do that (if you haven't already, make sure to read the Stronghold Adventure page of the walkthrough)Upgrade the Eastern Barbican (because we have no choice), then upgrade the Main Keep, then to Kana, tell him that you may end up the same way. Speak to him again then choose the [Benevolent] option. Ask about the sacred book and choose the [Rational] response, in addition to whatever other responses you want to just a note on Durance’s conversations: he gets tired of conversation after a while and you need to rest in order to open up new conversation options. Unfortunately, the game doesn’t handle this very well and the first speaking option can appear greyed out, even if there are new options inside it. You will need to be diligent with asking Durance new questions after every time you camp can speak to Eder and give the [Diplomatic] response. Ask why he didn’t ask you for help, then give the [Passionate] camped out a few times to pass some time for my buildings and then moved on. At some point Aloth spoke to me after camping, where he told me I seemed preoccupied. I then responded with [Honest] and that I didn’t know what to make of should notice that the south-eastern archway has now been cleared of rubble and allows you to pass through to a world exit. Head on over to the Woodend Level 2 of 3Diplomatic Level 1 of 3Passionate Level 2 of 3Rational Level 1 of 3Honest Level 2 of 3Companions: 4 of 8Total Enemies Defeated: 336 of 1200 Find anything you think is wrong with this walkthrough? Help us fix it by posting in its Walkthrough Thread. This walkthrough is the property of This walkthrough and any content included may not be reproduced without written permission. and its users have no affiliation with any of this game's creators or copyright holders and any trademarks used herein belong to their respective owners. jenesuispasbavard Mar 27, 2015 @ 4:42am. Getting steamrolled by drake on Endless Paths level 5. [Spoilers follow] So after I killed Maerwald and was asked as part of the Master Below quest to explore the Endless Paths below the keep of Caed Nua, I took the well 'shortcut' at level 2 to jump straight down to level 5. Last update: Wednesday, July 10, 2019 Next Maps and Quests Black Meadow and Caed Nua Never Far from the Queen - Main quest Prev Maps and Quests Black Meadow and Caed Nua Caed Nua M12 Key points of Pillars of Eternity M13 - Caed Nua: Keep Important areas on the map Exits from locations Locked doors or chests Traps Important NPC's (quest givers, traders etc.) New potential team members Dangerous enemies (bosses, elite monsters etc.) Important areas on the mapGreat HallTalk to the Steward - "The Old Watcher" main quest. Stairs connecting the great hall with the library. LibraryYou will encounter several monsters here. Stairs connecting the great hall with the barracks. Barracks Stairs connecting the great hall with the dungeons. DungeonsA lot of spiders can be found here. TreasuryAvailable after repairing the keep. Exits from locationsM12 – Passageway to Caed Nua. M14 – Passageway to Endless Paths of Od Nua - Level 1. Caed Nua: Keep - description and map of minor locationsThe above map presents the interior of the Caed Nua Keep. You can explore this building once you have arrived in Caed Nua, which is visible on the world map. The purpose of this is mainly associated with completing one of the game's main quests. After you get to the keep for the first time, you encounter several groups of monsters, whose eliminating is not going to be too difficult. Important places in the Caed Nua Keep1. Great Hall Main quests: The Old Watcher - deal with several monsters and talk to the Steward about Maerwald. 7. Dungeon In the dungeon, there are lots of spiders - some of them are in the main corridor, and some in the cells. Attack them one by one. In the dungeon, there is a passage to the first level of the Endless Paths of Od Nua (where Maerwald is). 8. Treasury You need to restore this location to turn it into the treasury. This will result in the appearance of the General Goods Merchant. Among other things, he offers potions and a prybar. Quests that you can obtain in Caed Nua KeepSide quest: The Master Below - Talk to the Steward right after you kill Maerwald (M13,1). Important NPCs in Caed Nua KeepSteward (M13,1) - talk to her after you arrive in the keep, and again after you kill Maerwald. Types of enemies and monsters in Caed Nua KeepShadow Phantom Spear Spiderling Ivory Spiderling Spear Spider - These spiders are bigger and more difficult to defeat. Deal with them before you take on the smaller monsters Other important information in connection with the Caed Nua KeepThe keep comprises several small areas, which are connected by climbing stairs. It is fully optional to explore the library and the barracks. You will visit the great hall and the dungeon as you progress in the main storyline. You should find a very fine sword in the vase at the keep's entrance (Great hall). It is worth it to obtain the sword and hand it over to a warrior in the party. Around the keep, you encounter souls. It is possible to have short conversations with them, but it is fully optional and you can locate Maerwald without their help. At first, the keep is ruined. You can restore it and the options to do that become available some time after you have started the Never Far from the Queen main quest (again, talk to the Steward and access the keep's options menu). Next Maps and Quests Black Meadow and Caed Nua Never Far from the Queen - Main quest Prev Maps and Quests Black Meadow and Caed Nua Caed Nua M12
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