"Pillars of Eternity II: Deadfire": "The Cursed Path" (Part Four, Conclusion)
Just a bit more left – and yet so much remains. How so? Very simply: the maximum squad level has been achieved; the best weapons and armor have been found; the game is nearly complete. However, four bosses are still alive; two major expansions of the game remain uncompleted; guild quests are unfinished and many ordinary quests are still pending.
Such a game state raises many questions for me, answers to which I cannot find... In particular: were the quests specially issued "in abundance" – in case some gamers can’t find them all? – or is this a flaw of the game designers? However, we will return to a detailed analysis of questions and answers in a separate article, for now, let’s continue the gameplay.
Last time, I intended to tackle the bosses, and that’s exactly what I did.
Kivan has fully "upgraded" his invisibility, had a shark soup for lunch, and sneaked into the domain of the queen of crystal spiders, pursuing the main goal: to deprive the spider of its numerous entourage.
Alas! A single shot from the bow did not destroy the nests – there are a total of eight! – but instead summoned small spiders that quickly discovered the archer. An attempt to attack not the nests but the queen also failed: with a couple of blows, Belranga destroyed the summoned weapon and transferred ranged attacks to the squad, which was desperately fending off dozens of spiders.
Perhaps some subtle tactic or turn-based mode would help... But I don’t want to start the game over for the dubious pleasure of defeating a boss! (Especially since this victory doesn’t matter for completing the game.)
Let’s go to the slime boss! And again - restricted space, though still allowing some freedom of movement. The bard summons weapons and spreads them across four points - so that the slime cannot deal damage to all objects at once. The group arms themselves with pistol-bows and slowly buries the enemy under arrows and bullets.
Everything would be fine if it weren't for the boss's entourage! Defeated small slimes do not disappear: they combine into a larger counterpart.
In the end, there is simply no room left for maneuver on the map: there are already two bosses against the squad, and a third is about to join them. And there is nothing to be done...
The Iron Giant killed the summoned ones with a single blow, while the squad bombed - also with no options... The fourth boss, a deranged sorceress, the Guardian didn’t even approach...
It’s not often that I leave unvanquished enemies on the map; these kinds of enemies are rare! (It happened long ago while playing "Blood" and "[The Ultimate Doom](/games?search=The Ultimate Doom): Thy Flesh Consumed" (the fourth episode) - there weren't enough ammunition to destroy all opponents.)
I need to do something simpler... Remember the unique tablet stolen from the estate of Arkhamir? Besides the choice: whom to give the tablet to among the arguing women at the entrance to the estate, there are two ways to complete this quest. The first: talk to the women at the entrance to the estate, they leave, we take the tablet and decide whom to give it to. Immediately after this, a demon appears, inviting us to the estate, to a meeting with the master.
The second method: without engaging in conversation with the women, we steal the tablet, after which we can give it (at your choice) right at the entrance (that’s what I did). But wait, where is the demon? Another bug? The puzzled Guardian sailed off for his further business – that's when he received a letter from Arkhamir; had to return. The master of the estate didn’t start throwing lightning bolts but offered to head to the observatory of Bekarna; why not?
On the island, a hostile group of competitors has already settled in, but they are no match for a level twenty squad. And upstairs, in the observatory itself, there’s a meeting with an old acquaintance: Consulot is once again alive and well (if we can say that about the undead).
After the battle, you can summon him again, but – alas! – he has become a much weaker ally than he was in the previous part (remember how his summoned hammer knocked down a dragon?).
Besides, upstairs, you manage to find another magic wand that has the property of summoning an ally. (And as usual: "once after resting". Ugh!)
We read all the bamboo tablets found in the library (they can be in a special compartment of the backpack), watch the stars; take the book and return to Arkhamir; the quest is completed.
The expansion "The Bastion of the News" has already been explored during a previous playthrough, I don't want to waste time on it. Let’s head to the island of Kazuwari!
We dock at the island and head toward the main building, but an ambush is in our way. A highly restricted area, fighting is very difficult, but the Observer’s squad managed to resolve it peacefully: mentioning the healing of the delmgan at the island of Motare-o-Koizi helped.
We enter the central building and find ourselves in an arena, where we must endure four fights; after which the trial is considered passed,
Where to go? To absorb!
and the squad gains access to the rest of the island; where three artifacts need to be found. The path through the island is teeming with checks on all sorts of skills, so it is unlikely the squad will manage without injuries.
This is important!
The biggest trouble came from the spiders: they kidnapped a couple of companions, and dealing with their females was only doable with combined attacks from the entire squad with summoned support: the spider queens regenerated too quickly. Moreover, they constantly teleported, attacking the weakest allies.
The brought artifacts are lowered into the "Dread of Memory", after which three challenges from each of the three masters appear in the list;
the rewards for the trials consist of various small items.
I hate spiders!
I love lard. But not this aggressive!
Completed everything? The squad is presented with the choice of a fourth trial, but only for one of the factions; depending on which, they will be given a sword, axe, or helmet. (To me, none of the items seem particularly valuable.)
How to inflict effects on enemies to improve the weapon (sword)? One in each hand, the magic staff in the other.
Then – a new choice: to proceed to the final trial or continue completing faction quests? I chose the second, spoke with Engari; who suggested finding six different artifacts; only after placing them in the "Dread of Memory" will new tasks from the factions open.
The artifacts were acquired fairly easily, but the tasks proved troublesome... "The Madness of the Animant": no one was injured at all; the constructs eagerly fought against the summoned weapon while the squad buried the enemies under arrows, bolts, and bullets.
"Skeletons" immediately rushed forward and mixed into the ranks of the squad, ignoring the summoned beings; it was managed with great difficulty: everyone fell except the Guardian.
"Shadows of the Tracker": nothing could be done with the shadows... That is, it was clear what needed to be done, but not how!
Seven of them are shielded from physical attacks; damage can only be inflicted on the one in the center, who is unprotected. After her destruction, protection "falls off" from the next vicious enemy, and so forth. But they all rush forward in one chunk, primarily surrounding and eliminating the bard – no allies!
I pulled the bard aside, hid in the shadows: as soon as he summons a skeleton, the shadow rushes at him. Taking advantage of speed, I began to run in circles around the arena, occasionally summoning an allied skeleton.
Meanwhile, comrades fiercely attacked a couple of shadows but couldn’t inflict any damage: their regeneration exceeded the inflicted damage! At level twenty experience, enjoying an exceptional dish, with the best weapons and armor!
Why should a gamer waste time and effort on a fight against enemies for which the squad will receive neither experience nor unique equipment for victory? I cursed, waved my hand at fulfilling these quests of the "cursed" group and loaded the first game, passable at the easiest difficulty level... (Exclusively to tell you what’s what there. But even on easy difficulty, defeating the shadows was not easy!)
Additional tasks were completed, and at the end of each, the squad received a weapon or piece of equipment. (By the way, nothing special, the damage remains the same; only the additional properties differ.)
The current weapon (on the left) is better than what was found!
We again went to Engari; another request to seek out three more artifacts.
Returning, we throw them into the void and receive three tasks with rewards for each of them.
"Endurance of the Shadow" – again those nasty "Nightmare Shadows"! Fortunately, without protection...
"The Tomb of Vator Kadh": traps on the field and yet another hidden "surprise", activated like the entire fight by the obelisk.
We disable the traps and proceed to the platform. (It wouldn’t hurt to set our own trap at the entrance.) One of the companions activates the obelisk and quickly runs up to help the main squad.
"Chronicles of the Xaurips" – the only weapon worthy of attention.
And only due to the additional properties; the damage is the same as that of other sabers.
What to choose: "Master of Drakes" or "Call of Verms"? The drake is summoned once per fight after resting (ugh!); the verms are summoned more often, but exist for... no more than five seconds! In other words, they can fire at the enemy only once (once again – ugh!).
Now it’s time to try to fight for the title of champion...
Three teams, including ours, enter the arena, and... another text RPG begins! If luck is on your side, you will manage to sink (by giving the right answers) one of the teams,
and the survivors will be transported to a tiny disk: fight!
A victory, but a drake swoops down from above; my team managed to confuse and bind it. Is that it?
No, we go down, where the squad is attacked by another boss: a worm.
Now that’s it, you are the winner, you’ll receive an absolutely useless helmet and then leave... But who knows where!
Some ghosts are conducting incomprehensible rituals, talking to each other, and it all ends with a fight against the killing and surviving (if I understood correctly). Moreover, the duel with a special feminine character turned out to be incredibly tough (reminder – on the easiest difficulty level!); she restored her health twice completely – under attacks from the entire party and several summoned allies. Returning to the arena, there’s another attack: a giant crocodile has arrived;
You get the stone if you absorb the aura of souls. Just like the eye, needed for weapon enhancement.
we put this opponent to rest. The squad’s torment is over, finally!
Is this... interesting?
What was the point of these searches and duels, after all? The answer lies only with the game designers; I found no meaning. New weapons and equipment? The enemies are so strong that a beginner's squad can’t acquire gear; while an experienced squad does not need such gear. Experience and level-ups? A beginner cannot gain experience here for the same reason – strong opponents - and a maximum-level hero doesn’t need this place anymore. So what’s the point of this expansion?
I reload the game with the squad on "The Cursed Path" and send them to Nekitak to investigate what’s going on at the "Guild of Water Mages". The enemies there pose no threat to our squad; we take their "Wand of the Hunter from the Depths", apply the code, and open the door.
Fish, moon, rain, moon, hands.
This is important!
You cannot leave the guild before the task is completed; otherwise, its finale won’t be what you need!
The hero's "Metaphysics" must be no lower than ten!
We divide the dragon's soul and free it; the satisfied winged lizard promises help in the future.
This is important!
If you don’t want to initiate help from Uana, don’t report to Queen Onekaze about what happened in the guild of mages.
Onward, to the ship! The hull and sails are reinforced, the crew – the best possible, we sail to Ukayzo.
No problems, all natural obstacles are overcome by the helmsman and the crew. Although something nasty swam under the junk, it didn’t attack; and for that, thank you. We reached the shore: you are welcomed by "three in one": that very handmade guardian about which Voedika warned. Of course, with a bunch of small henchmen...
This is important!
If you don’t move after disembarking, there will be an opportunity to eat and sleep, preparing the squad for battle.
The summoned creatures distract the guardian (for now he has one head), while the squad deals with the adrovians. Did we overcome them? Quickly move on, past two statues, further away from the guardian! If everything goes as it should, he will freeze in place in the center of the pier – losing sight of the squad. The bard and his summoned allies start working...
Verms, drake, and dragon deal damage to the guardian; after some time, he will grow a second head and activate the adrovian giants.
Now, we need to be very careful (by no means attacking!) to lure the giants to where the squad is hiding.
We destroy them, wait for the health of our allies to recover – just in case; and the bard's summoned creatures continue their work.
After taking a bit more damage, the guardian will grow a third head and summon two wicked mages: the verms will handle them.
The rest is up to the dragon; as soon as he approaches the attack range, we give the command to burn him with fire, then - to strike with the tail. Done!
Long, boring, yet extremely effective! (It was much more difficult with the guardian of Vaela; here - on the first try.)
But still: why did the freed dragon not fulfill his promise? I don't like such "surprises", I expected something different, something went wrong... What exactly? Last time the dragon came to help when the squad was heading to Ukayzo accompanied by Uana's fleet; maybe this will help?
I reload the game, the Guardian reports to Onekaze about the dragon situation and receives an invitation for a joint journey. This time the sailing is not serene, our fleet is met by enemies; several boardings occur.
Victory, but the previously mentioned "triple" guardian attacks our allies!
We hit him with cannon fire, and... the dragon freed by the squad comes to help! Phew!
A couple of adrovian giants - is this a problem for the squad? The bard summons a verm, and his companions switch to ranged weapons.
Are you scared to come out, you little bug?!
We disable the incomprehensible machine and hurry to Eothas, when suddenly a new obstacle appears: some unknown individuals wish something incomprehensible; we had to eliminate them.
After a brief conversation with the mad Eothas
Why does the squad need experience when the game is already finished?
came Vaela, and everything ended – for everyone. At least, at Ukayzo.
The best in battles turned out to be Kivan: an extremely agile and observant elf armed with the "Aura Destroyer". Next to him was the paladin Ajanthis, as the sturdiest in the squad. The constant headache was the warrior Branwen, who perished most frequently.
If you are going to create a squad from scratch, take a second paladin instead of a warrior: more resilient. He deals damage equal to the warrior's and heals the entire squad.
That’s all. Good luck to you all!