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Kana, meanwhile, is an endlessly cheerful Aumaua Chanter who has a taste for adventure and a love of storytelling. Act IV - The Final Act: Walkthrough Thanks. You get to fight some drakes on this map, which is pretty cool. Edér is a gentle-voiced ex-soldier with a sardonic wit and an adorable fondness for animals. Pillars of Eternity Act II - Searing Falls and Pearlwood Bluff.
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They're all worth spending time with, but if I had to pick a favourite, it would be between Edér and Kana. But it's worth persevering to the fourth and final act, where all the game's mysteries are revealed to you in a single, devastating line.Īlthough the main quest is the most intriguing, Obsidian's best writing is dedicated to your party characters and the interactions between them. That said, it falters in the third act, burying a fairly brief quest-line in an encyclopaedia of elvish nonsense. But I was impressed by how Pillars puts so much of its back-story to purpose, and usually frames its most interesting bits front and centre. There are also three witnesses: Lora, Oly and Elcga. The individuals who have reportedly gone missing are Lendry, Kendal and Kora. to present heightened environmental risks,50 but the final legislation made. He is willing to give you the job of invetigating some recent disappearances, but only after The Hermit of Hadret House quest has triggered. massive salt pillars, or diapirs, had squeezed up from the mother layer of. Understanding the story does involve digesting quite a lot of lore. The Final Act Kurren is at 4 on the map of the first floor of Hadret House. It deals with the reincarnation of souls, the complicity of a person in their previous lives, and what happens after you kill a God. By comparison, Pillars' central storyline is almost always its most gripping part. I'll avoid going into too much detail, but Pillars reverses a recent trend in RPGs where the main quest exists merely a structure to pull you into the more interesting side attractions. Yet while the ingredients are familiar, Obsidian's recipe results in an often surprising dish. There's a conflict between the civilising advances of magic and the defiling of the natural order. There's a secret cult doing secret things which you must secretly investigate. There are dragons and skeletons and wizards and skeleton wizards and elves and rogues and gods and dukes, some of which have unique names (elves are "Glanfathans") while others don't (Dragons are dragons). Like the general outline, it's ostensibly traditional, but more original than it initially seems. For now let's focus on the world of Pillars. At a deeper level, the RPG rules and lore are entirely of Obsidian's own devising, as opposed to Baldur's Gate's basis on the Forgotten Realms ruleset.