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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 › Main Quest: Act I

The Watcher of Dyrwood: Caed Nua

Part 1: The Tumbledown Keep of Caen Nua

Main Quest: The Old Watcher
Objective: Enter the Keep

Caed Nua is an impressive fortification, but in complete disrepair. Cross the bridge (55). You encounter a tall, thick-set aumaua named Kana just left of the fortress entrance (56). He explains that he’s here to find Maerwald, just like you. Recruit Kana into your party if you wish to complete the “Time and Tide” side quest, which involves searching the buried ruins under the keep of Caed Nua for a sacred Book of Virtues. If you do not pick him up now, he remains at the gate in case you want to add him later.

Side Quest: Time and Tide

A new side quest becomes available after adding Kana to your party: Time and Tide. The objective is to find Maerwald.

Enter the keep’s fortified entrance, and remain along the southern wall battlements if you prefer to avoid combat. Or, step northward (57) in the grassy courtyard of this abandoned inner Bailey and engage a variety of ghostly foes, such as Shadows, Will-O-Wisps, and Phantoms. You can clear the entire area of spirits and even inspect (and enter) some of the out-buildings.

Move to the northeast area of the grounds and interact with the furious spirit of a dead villager (58), who explains the predicament of this location. Enter the ivy-covered archway and proceed into the Great Hall.

The Great Hall Interior

Inside (59), you are met by a fearsome group of Phantoms and Shadows. Slay them all. To the left (60) are steps up to the barracks, which are empty and in ruins. To the right (61) steps lead to the Library, which contains two Shadows and a Phantom, but nothing of interest—it’s also wrecked. The eastern chamber (62) is the treasury, but the chest inside is empty. Instead, approach the throne (63), where the hollow-eyed Steward—a face carved in the relief of the throne’s backing—begins to speak with you.

Diligently talk to the Steward regarding the topics at hand. You learn more about Caed Nua, the fact that this can (and will) become your Stronghold, the tasks and upkeep a Stronghold requires from you, and more about Maerwald, whom you seek.

At the very end of the conversation, the door (64) to the north swings open, providing access into the hallway that leads to the Dungeons. The spirit of a woman standing near the stairs (65) admonishes her child. Speak to her before descending.

Quest Updated: The Old Watcher
Objective: Find Maerwald

Camp Out

Rest outside the Great Hall, then fill your Camping Supply capacity to the max and before venturing into the dungeon—even if this means heading back to Gilded Vale. You also get the inn sleeping bonus if you rest in the most expensive room. There are some tough battles ahead and you must be adequately prepared.

Part 2: Dungeon Creeper

At the base of the steps (66), arm yourself accordingly to fight spiders. Gingerly step into the dungeon area and maneuver into your attack formation as Ivory Spiders, Spear Spiderlings, and Spear Spiders assault you from the northwest and southeast. Don’t rush forward as there are plenty more arachnids to slay. Remain calm and flee upstairs if combat isn’t going your way.

When the initial spiders are dead, check the cells to the northwest and southwest for more before conversing with the spirit Commander (67) as you head to the stairs (68) to the southwest. Then descend another level.

Part 3: Into the Endless Paths of Od Nua (Level 1)

Fifteen Levels of Hurt

This is the first of 15 Levels of the Endless Paths of Od Nua. You do NOT have to head any further down into this massive dungeon to complete this Main Quest! Deeper dungeon exploration is intended for much higher level adventurers. A magical barrier bars the doorway to the second level of Od Nua. It is not passable until you acquire The Master Below quest from the Steward, which happens after dealing with Maerwald.

The strange ethereal form of a bandit (69) is stuck in time here, but of greater importance is the locked door (to the north) Raider is guarding. Mechanics of 4 is required to open the door. Here are your options:

  • Check your party members, and level them up if possible, choosing Mechanics to specialize in for one of them. Then select this party member (which can be your main character) to open the door.
  • Or, explore this level more thoroughly, and find the secret wall and floor plate that opens the chamber door.

If you can’t get the door open, you must explore the entire level, which leads to a number of battles.

Storage Room 1

There’s a storage room (70) to the south (with two crates to search) where Spear Spiders have attacked Xaurips. Slay everything. The barred doorway (71) in this room, leading to Endless Paths of Od Nua, opens once The Master Below quest is acquired.

Storage Room 2

The room (72) southwest of your starting point has four Wood Beetles, a barrel, and crate to inspect. There’s also a closed door to the southwest and an exit to the northwest.

Mining Area

Head through the northwest exit to a rock wall and large open mining area (73) (and a crate to inspect). A group of Looters here are led by a Goldpact Knight. Try trapping the Goldpact Knight with magic or use a knock down attack. Attack him while he’s down or attack the others while he’s out of commission, as he is the toughest of the bunch. The Looter/archer shoots into the crowd from a distance. Save him for last.

Once all the human enemies are dead, inspect the mining area more closely where the Looters were. Activate Scouting by stepping on the loose floor stone on the east wall. This lowers a secret door, allowing access into Maerwald’s chamber (74).

Spider Queen

The rest of this level features Wood Beetles, more spiders, and a massive Spider Queen (75). There’s also an exit (76) from the lower levels of this dungeon to the west, as well as a ladder (77) up and out to the keep exterior, which is an optional exit right now.

Maerwald’s Chamber

Approach the agitated magician in his chamber, and begin a long conversation where you (and your party) ask him questions regarding his mind, memories, and abilities as a Watcher. Once your topics are exhausted, Maerwald mistakes you for an intruder, and must be fought. Defeat him using much magic and an equal amount of might. Choose a fate for him. You have several options and each has varying results that affect the stronghold:

  • [Repair the rope, binding Maerwald’s soul here as an eternal warden.]: This leads to an increase in the keep’s Security value.
  • [Sever the rope, allowing Maerwald to pass from the world.]: This leads to an increase in the keep’s Prestige.
  • [Draw upon the energy of the rope itself, siphoning knowledge from the connection.]: We recommend this choice. It reveals a vision of a secret room in Od Nua level 13 that has a powerful artifact.

Search Maerwald’s corpse, as well the two locked chests in this room. Your quest updates.

Quest Updated: Time and Tide
Objective: Find the ruins beneath Caed Nua
New Main Quest: Never Far from the Queen
Objective: Speak with the steward in Caed Nua

Part 4: The Steward and the Stronghold

Return to the Great Hall (either via the Dungeon level, or by climbing the ladder exit (77) in the northwest corner of this level). Speak to the Steward (63), who requests you stay to rebuild this fortress that you’ve inherited. Exhaust the conversation options, then begin the massive (and expensive) rebuilding process.

New Side Quest Available: The Master Below

Once you’ve spoken with the steward after killing Maerwald, the magical barrier on the door in the dungeon is broken and you can access the Endless Paths.

Quest Updated: Never Far from the Queen
Objective: Restore the Eastern Barbican

Click on the Stronghold icon (or press “H”) and select the middle-left icon in the menu, which lists the possible Upgrades. Choose the Eastern Barbican to “Purchase,” as it grants passage to the Woodend Plains, which is the only way to reach Copperlane. Then continue your critical path progress.

Quest Updated: Never Far from the Queen
Objective: Go to the temple of Woedica

Exit the Great Hall to the southwest and head south. The previously blocked Barbican arch (78) is now fixed, allowing passage southeast out to the World Map. Visit the Woodend Plains next.

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