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Pillars of Eternity eGuide
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Contents

  • History and Lore
    • World Climate and Culture
    • Empires and Nations
    • Eastern Reach
    • Rest of the Known World
    • Society
    • Technology
    • Alcohol and Narcotic Use
    • Religion
    • Soul and Soul Mechanics
    • Timeline
  • Training
    • Character Creation
      • Generate a New Ally
      • Attributes
      • Vitality
      • Skills
      • Experience/Leveling
      • Abilities
      • Talents
    • Game Mechanics
    • Crafting and Enchanting
    • Stronghold
    • Combat
  • Inhabitants of Dyrwood
    • Races
      • Races and Subrace
      • Aumaua
      • Dwarves
      • Elves
      • Humans (Folk)
      • Orlans
      • Godlike
    • Classes
      • Barbarian
      • Chanter
      • Cipher
      • Druid
      • Fighter
      • Monk
      • Paladin
      • Priest
      • Ranger
      • Rogue
      • Wizard
    • Friends and Foes
    • Companions
    • Pets
  • Equipment - Weapons
    • Weapon Overview
    • Melee Weapons
      • Introduction
      • Daggers
      • Sabres
      • Great Swords
      • Hatchets
      • Battle Axes
      • Pollaxes
      • Stilettos
      • Swords
      • Estocs
      • Rapiers
      • Spears
      • Pikes
      • Clubs
      • Maces
      • Morning Stars
      • Flails
      • War Hammer
      • Quarterstaves
    • Ranged Weapons
      • Introduction
      • Pistols
      • Arquebuses
      • Blunderbusses
    • Bows
      • Hunting Bows
      • War Bows
      • Arbalests
      • Crossbows
    • Implements
      • Wands
      • Rods
      • Scepters
  • Extras
    • Achievements
    • Bonus Quests & Tasks
    • Bounties
    • Companion Quests
      • Two-Sided
      • Fragments of a Scattered Faith
      • The Trials of Durance
      • The Long Hunt
      • Time and Tide
      • Dream and Memory
      • True to Form
      • The Child of Five Suns
  • Armor & Protective Gear
    • Armor
    • Protective Gear
    • Cloth
    • Padded
    • Hide
    • Leather
    • Scale
    • Breastplate
    • Plate
    • Mail
    • Brigandine
    • Neck
    • Capes/Cloaks/Mantles
    • Hands
    • Feet
    • Head
    • Waist
    • Rings
    • Shields
  • Items
    • Consumables (single use)
    • Potions
    • Food
    • Scrolls
    • Figurines
    • Traps
    • Ingredients
    • Quest Objects
    • Currency
    • Miscellaneous Objects
  • Walkthrough
    • Main Quest: Act I
      • The Watcher of Dyrwood: Encampment
      • The Watcher of Dyrwood: The Ruins of Cilant Ls
      • The Watcher of Dyrwood: Valewood
      • The Watcher of Dyrwood: Gilded Vale
      • The Watcher of Dyrwood: Magrans Fork and Black Meadow
      • The Watcher of Dyrwood: Caed Nua
      • The Watcher of Dyrwood: Woodend Plains and Aedelwan Bridge
    • Act I: Side Quests
      • Introduction
      • Side Quest: A Mothers Plea
      • Side Quest: The Smiths Shipment
      • Side Quest: Buried Secrets
      • Side Quest: Lord of a Barren Land
    • Act I: Tasks
      • Introduction
      • Task: Late for Dinner
      • Task: Vengeance from the Grave
      • Task: Against the Grain
    • Main Quest: Act II
      • The Watcher of Dyrwood: Copperlane
      • The Watcher of Dyrwood: Catacombs and Temple of Woedica
      • The Watcher of Dyrwood: First Fires
      • The Watcher of Dyrwood: Heritage Hill
      • The Watcher of Dyrwood: Stormwall Gorge
      • The Watcher of Dyrwood: Dyrford Village
      • The Watcher of Dyrwood: Dyrford Crossing
      • The Watcher of Dyrwood: Cliaban Rilag
      • The Watcher of Dyrwood: Brackenbury
      • The Watcher of Dyrwood: Ducal Palace
    • Act II: Side Quests
      • Introduction
      • His Old Self
      • A Voice from the Past
      • Rogue Knight
      • The Bronze Beneath the Lake
      • A Two Story Job
      • The Changing of the Guard
      • The Final Act
      • Built to Last
      • Winds of Steel
      • Cinders of Faith
      • A Farmers Plight
      • Blood Legacy
      • The Theorems of Pandgram
      • Far from Home
      • Supply and Demand
      • At All Costs
      • The Wailing Banshee
    • Act II: Tasks
      • Introduction
      • Ferry Flotsam
      • The Parable of Wael
      • Something Secret
      • Unwanted
      • The Forgotten
      • Missing Sentries
      • Safe Haven
      • Cat and Mouse
      • Nest Egg
      • Hard Feelings
      • All Hands on Deck
      • Brave Derrin
      • Clandestine Cargo
    • Main Quest: Act III
      • The Watcher of Dyrwood: Stormwall Gorge to Elmshore
      • The Watcher of Dyrwood: Hearthsong
      • The Watcher of Dyrwood: Elms' Reach
      • The Watcher of Dyrwood: Oldsong to Burial Isle
    • Act III: Side Quests
      • Introduction
      • Sacrificial Bloodlines
      • Hunter, Brother
      • At the Mercy of the Tribes
      • The Champion of Berath
      • Prison of Ice
      • Into the White Void
      • A Servant of Death
      • A Nest Above the Clouds
      • The Old Queen and the New King
    • Act III: Tasks
      • Introduction
      • Songs of the Wild
      • The Sealed Missive
      • Hard Bargain
    • Main Quest: Act IV
      • The Watcher of Dyrwood: Sun in Shadow
  • Bestiary
    • Bestiary Breakdown
    • Beasts
      • Fauna
      • DRAGONS
      • Spiders
      • Stelgaer
      • Beetles
    • Primordials
      • Oozes
      • Delemgan
      • Pwgra
    • Spores
      • Sporeling
      • Dank Spore
      • Lurker
    • Spirits
      • Blights
      • Cean Gwla
      • Phantoms
      • Shadows
      • Will-o-wisps
    • Vessels
      • Animats
      • Dargul
      • Fampyr
      • Gul
      • Revenant
      • Skeleton
      • Death Guard
      • Constructs
      • Wichts
    • Wilder
      • Ogres
      • Skuldrs
      • Trolls
      • Vithrack
      • Xaurips
  • Gold Credits
    • A-F
    • G-L
    • M-R
    • S-Z
  • Credits
    • A-F
    • G-L
    • M-R
    • S-Z

Pillars of Eternity Guide › Walkthrough › Act II: Side Quests

A Two Story Job

Gaining Favor: House Doemenel

This is the first of two side quests that will help you gain the trust from House Doemenel. Completing this side quest unlocks “The Changing of the Guard.” When completed, that seals your elegance with House Doemenel. You can, however, complete “A Two Story Job” without committing to this faction. The other two factions to choose from are the Dozens or the Crucible Knights.

Part 1: A Heist from House Doemenel

Copperlane

You may already have stumbled upon this side quest while investigating the various abodes of Copperlane. But to begin “A Two Story Job,” find the unmarked entrance just east of the marketplace area, and enter the Thieves’ Hideout (1), where you interrupt a group of plotting thieves. No amount of fancy talk gets you out of a fight with these thugs. Slaughter the four thieves and their leader, Langden.

When combat has ended, search Langden’s corpse. In addition to the usual loot, you can obtain a Thieves’ Letter, which starts this quest. The letter describes a plot to break into Lord Reymont’s manor and steal something called the Heart of the White March. Check out the bedrooms in the back for four item containers, one of which is trapped, but contains Golden Scelling (12 cp).

The room to the left of the main room has a scouting item. Inspect the loose flagstone in the floor to find the hidden Bloodstone, then leave the hideout.

Letter Delivery Options

This letter—which details a heist on Lord Reymont and ordered by Abrecan Doemenel—can be delivered to either Lord Reymont or Abrecan Doemenel. If you choose the former, you won’t be able to complete this side quest on behalf of House Doemenel and must find one of the two other factions to befriend in order to continue the main quest.

New Side Quest: A Two Story Job
Objective: Tell somebody about the plot

Part 2: Making Up for a Minor Mistake

Brackenbury

Exit Copperlane and head over to Brackenbury. Go north to the imposing Doemenel Manor (2), in the upper center of town. Make pleasantries with the doorman (3) until you’re allowed an audience with Abrecan Doemenel in the chamber to the northeast (4). Tell him you have a letter that might be of interest to someone there. That should get you past security. The guard will escort you to the next room.

Hand Abrecan the letter and explain that you defeated the thieves who were carrying it. Don’t choose violent threats, but instead wait as he throws a tantrum, and agree to finish the job he ordered his thugs to carry out. You can pry out a few more nuggets of lore and general information if you wish.

Another Way to Start

If you didn’t visit the Thieves’ Hideout first, you can still begin this quest by visiting Doemenel Manor and asking Abrecan if he has any jobs he’d like you to complete.

Quest Updated: A Two Story Job
Objective: Steal the Heart of White March

Part 3: Getting the Gem

Brackenbury

Infiltration

You can investigate Reymont Manor by wandering in through the front door, but in order to get upstairs without drawing attention to yourself, a spot of clandestine thievery is called for.

Alternate Completion Optionwith Consequences

You can also simply head into Reymont Manor, approach Lord Reymont, and tell him about the plot to steal his jewel. This quest concludes with a different set of rewards, and you won’t be able to gain favor with House Doemenel (and must choose a different faction with which to gain favor).

Head back into Brackenbury, turn right (northeast) up the stairs, and north to the left side (5) of Reymont Manor, which is adjacent to the Doemenel residence. Look up at the side of the house and find the open window. You can:

  • [Grappling Hook] Swing this device up and into the open window, and climb up the rope without incident.
  • [Climb the Vines] Ascend via the vines that are growing toward the window.

Immediately use stealth and scout past the two patrolling guards. Studying the patrol patterns of each should allow one of you to break away from the party, open the door in front of you (6), turn left (northwest), and locate the wall-mounted candlestick (7), which opens a secret door to the right (northeast) of it. Enter the secret room and quickly check the trapped chest (deactivate the trap if you can) (7). Unlock the chest (1 Mechanics + 2 Lockpicks or 2 Mechanics) and gather the loot, including the Heart of White March.

Quest Updated
Objective: Give the Heart of White March to Abrecan

Now you can:

  • Retreat the way you came in, minimizing the need for violence against the House Reymont guards.
  • Or begin combat against either of the guards upstairs, but don’t head downstairs, as the whole manor is alerted if this occurs.

Either way, you need to exit via the open window, where you entered previously.

Part 4: On the Right Side of Abrecan

Swiftly return to Doemenel Manor, and meet up with Abrecan (4) in his chamber again. Give him the jewel, and he remarks on your stealth, or lack thereof, in obtaining this fabled item. You’re now free to visit the upstairs chambers of the Doemenel patriarch Gedmar. He’s looking for someone with your skill. You receive a small reward, depending on your actions, and this quest now concludes:

  • You stole the Heart of White March and gave it to Abrecan.
    • Reward: 3,000 cp.
    • Reactivity: “Changing of the Guard” is accessible.
  • You told Lord Reymont about the plot to steal his jewel.
    • Reward: Ring of Unshackling
    • Reactivity: “Changing of the Guard” is not accessible.

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