Arkemyr's Manor is a location in Pillars of Eternity II: Deadfire.
Background[]
This vast, classical manor stands apart from Periki's Overlook. It belongs to the Archmage Arkemyr.
Points of interest[]
- Ground floor
The ground floor is crawling with imps and Ironclad constructs. Beware of the latter; you can talk your way past the imps with the following options:
- Intimidate 8
- Bluff 8
- The pass phrase from Arkemyr's Notes in his bedroom
- Diplomacy 9 won't work because Arkemyr has no friends.
The study to the northwest contains a tattered note containing the combination to the vault (diamond, ruby, ruby, sapphire, emerald), together with Arkemyr's notes on the need to investigate.
- Upper floor
- This floor contains Arkemyr's living chamber and dining room. The imp, called Yellow-Eye Three, can be safely pickpocketed for a Translucent Crystal, persuaded (Diplomacy 9) or tricked (Streetwise 3).
- Bedroom
- Located on the highest level of the building, the opulent bedroom contains a good deal of loot, including Arkemyr's Notes, which unlock you a passphrase: Cider and cheese. Check the cupboards for Boots of Speed and Arkemyr's Old Robe. The trapped and locked chest at the head of the bed contains an Exceptional Scepter, a Black Pearl and some Golden Scellings.
- Laboratories
This large underground complex contains plenty of imps and Arkemyr's facilities.
- The first room by the stairs is the alchemy lab, with lots and lots of odd specimens.
- The vault is right around the corner. Once you have the Translucent Crystal and the combination from the study on the ground floor', you can open it by interacting with the circular panel on the wall to the right of the door. You will need the at a minimum. WARNING, there are multiple traps all over the main circular pattern floor of the Vault, make sure you have a character with good Perception like Aloth Corfiser.
- Going further is the forge with a Steelclad Construct prototype (bring crushing tools).
- Around the corner and to the left is the animancy lab where Arkemyr continues his odd experiments - oh, and two constructs and a lone soul you can interact with to learn what happens to robbers.
- Straight ahead is a storage room, with Arkemyr's library to the right (southern door) and mushroom farm with a failed experiment (northern). Grab the Saru-Sichr in the library.
- Note that the weakened wall leads to the Luminous Bathhouse's boiler room. You can use might or a hammer and chisel to clear it. Unless you examine the wall and disarm any traps with a high-enough skill in Mechanics, this will alert all the remaining imps.
Characters[]
- Arkemyr, in his study behind The Archmage's Vault.
- Yellow-Eye Three, imp, guarding the upper floor.
Loot[]
- Bedroom
- Arkemyr's Old Robe: In the cupboard.
- Saru-Sichr: In the library.
- Vault
Exploration[]
The easiest way of passing through Arkemyr's Estate is:
- Go to the Living Quarters of the Dark Cupboard and use a Grappling Hook to reach the estate's upper level
- Head straight West to reach the 'Bedroom
- Acquire the code phrase via Arkemyr's Notes
- Once you enter the estate, you can now identify to the imps. Avoid constructs, as they will remain hostile until then.
Gallery[]
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Building exterior