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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

Winds of Steel

Part 1: Forging Ahead

First Fires

Crucible Keep

Quest Unlock

This side quest is available only after completing “Built to Last.” Complete this only if you plan on joining forces with the Crucible Knights. After completing this quest, you will be representing them in the hearings.

In First Fires, enter the Crucible Keep (1) and head northeast into the war room to converse with Commander Clyver (2). Ask if there’s more you need to do, and the Commander has another mission for you to undertake. Following the successes of the Forge Knights, the High Justice wants to build more of them at Fleetbreaker Castle (which is out of your adventuring area). You are to deliver the research to one of the commanders who is meeting you at the treacherous coastal cove known as Anslög’s Compass.

New Quest: Winds of Steel
Objective: Travel to Anslög’s Compass

Leave the keep and exit First Fires, bringing up your World Map. You may have visited Anslög’s Compass before (if you completed “A Mother’s Plea”), in which case you can directly reach this location on the western side of the map. If you haven’t explored Anslög’s Compass yet, transition to Magran’s Fork. Head south through the forest, back to the World Map, and enter Anslög’s Compass from this direction.

Part 2: The Dirty Dozens

Anslög’s Compass

Quest Updated
Objective: Meet Aranroed by the dock

Standing on the sand (3), take your party east until you reach a Drake skeleton. Head south to the edge of the water, before adjusting to a southeasterly path along the water’s edge. Expect constant intrusions from Xaurips along the way (unless you cleared them in “A Mother’s Plea”). Continue to the dock (4), where a woman yells whether Commander Clyver sent for you. Meet her on the dock. Find out more about Fleetbreaker Castle if you wish, then hand over Vianna’s research to Aranroed.

Though you’re hoping to return to the castle before these plans are discovered, your clandestine task is uncovered by a sextet of adventurers from Expedition Hall. The Dozens, led by Padebal, are here to make sure you don’t survive! Your conversation falls on deaf ears and you must slay him and his five Mercenary crew. Once this altercation ends, Aranroed quickly sets sail for Fleetbreaker Castle, while you are urged to return to the keep.

Quest Updated
Objective: Return to Crucible Keep

Part 3: Conclusion: More Research Needed

First Fires

Quest Updated
Objective: Defeat the rogue Forge Knights

Be ready for a rather rude welcoming committee when you journey back to First Fires and attempt to enter Crucible Keep; there’s a rogue Forge Knight (5) waiting to attack you on the front steps. Demolish this bag of bolts and enter the keep.

Crucible Keep

Prepare for more protracted combat once you’re inside the keep. The carnage you see here is courtesy of more Rogue Forge Knights. Enter each chamber, checking the corpses of the Knights for any items you wish (ransack the place), and mop up any malfunctioning automatons that you can.

Quest Updated
Objective: Speak to Commander Clyver

Once the keep is clear, return to the war room and consult with Commander Clyver (2), who obviously isn’t pleased by these events. You can:

  • Agree that additional research into crafting these Knights (so they don’t attack friendly forces) is the best course of action.
  • Conclude that additional research isn’t a good use of the Knights’ now-stretched manpower.

Despite these setbacks, you have proved a worthy ally to the Crucible Knights. You’re now able to tell the Crucible Knights faction (Commander Clyver specifically), “I understand that the Crucible Knights are attending the animancy hearings at the palace.” This will secure your allegiance with the Crucible Knights.

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