The Ruins of Cilant Lîs

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The Ruins of Cilant Lîs
Poe1 The Ruins of Cilant Lîs.png
Details
Type
Main quest
Occurs in
Act 1
Quest giver
Automatic
Location(s)
NPCs involved
Experience gained
XP type
Major
XP level
1
Outcomes & Rewards
Finish the quest
  • None
Related quests
Previous:
A Moment's Respite
Concurrent:
The Gilded Vale

The Ruins of Cilant Lîs is a main quest at the beginning of the game. It is given automatically after the player completes A Moment's Respite and enters Cilant Lîs.

Synopsis[edit | edit source]

After you fled the Bîaŵac to this ruin, the entrance of the ruin collapsed and you need to find another way out.

Walkthrough[edit | edit source]

If Heodan was injured from the previous quest, he will request that the group Rest before continuing on, while Calisca insists that you press forward. If you do rest, Calisca will leave the group. Oddly enough, if Heodan is uninjured, resting will not cause Calisca to leave the group.

In the north of the ruin you find a floor puzzle, you can either deactivate the traps with a 3 mechanics skill or go to the left room and light the pillars with torches or Flint and Tinder to deactivate some traps.

To the west of room with the pillars is a room with black oozes and an interactable stone relief of a man's face. If you have the waterskin (received automatically if you didn't kill everyone in the caravan during A Moment's Respite), and an Engwithan Relief Gem, you can put the gem in the face to open a secret room, which contains a Minor Cloak of Protection.

East of the floor puzzle is a breakable wall, and a corpse containing some items, including the Engwithan Relief Gem. You will need Calisca, high Might or Hammer and Chisel to break the wall. Behind it is a room with a few Skuldr; leaving the room through this western exit will enable you to bypass the floor puzzle entirely.

There is also a Xaurip in the south east. You can interact with it, but if you come near it, it will attack you. If you've killed the Skuldr you can opt to give him the flesh that was dropped for a non-lethal method of getting to the container behind him.

Behind the floor puzzle is a room with a Spear Spider and you need to cross this room to exit the ruin. Leaving the ruins completes the quest.

Journal[edit | edit source]

ID End Description
10000 I have narrowly escaped the strange and deadly wind that tore through the valley. But now I am trapped in the ancient ruins that the caravan master told us to stay clear of.
1 Escape the ruins.
10001 I will have to find my way through the ruins to get to safety.
20000 I may not be alone in here. Perhaps I can find a weapon of some kind...
20001 Heodan needs rest. There may be a quieter corner of the ruin where we can set up camp.
20003 Heodan needs rest. There may be a quiet corner of the ruin where we can set up camp. Calisca, however, thinks we should keep moving.
20004 Heodan didn't make it. Looks like Calisca and I will have to continue on our own.
20005 My companions from the caravan didn't make it. I will have to venture through the ruins on my own.
20006 Calisca didn't make it. Looks like Heodan and I will have to continue on our own.
20009 I've come across a section of tiles marked with peculiar symbols. There may be a clue about their meaning nearby.
2 Get to Gilded Vale.
10002 I've made it out of the ruins. Hopefully I can find the road - and the way to Gilded Vale - somewhere around here.
20002 I came upon a strange group of robed figures, gathered around what appears to be some kind of machine. Another man was there, speaking ritual words - their leader? He has departed, but the others block the path.
30000 I have escaped the ruins. Hopefully I can find the road - and the way to Gilded Vale - somewhere around here.