Published Mar 2, 2026, 9:00 AM EST
Shane Limbaugh (He/Him) is a Contributor from the US. While he hasn't been writing about games for very long he has certainly been playing them. His degree in Game Design and Criticism let him better understand the fundamentals of the industry and the games themselves. There aren't many games he hasn't at least put hands on thanks to his time working at GameStop.
Lots of CRPGs present you with different ways to complete your mainline quest, but Esoteric Ebb really pushes the bounds here, as it has a few ways to complete the final quest, all with their own difficulties. Getting into the Pillar of Jor is the transition to the final act of Esoteric Ebb, and it won't be an easy task.
Depending on how you're playing the game, there are a few ways to go about getting into the Pillar of Jor. The only problem is that most of them are going to require you to complete some other quests, which you may not have done just yet.
If you've reached the point where you need to get into the Pillar of Jor, it means you've already made it into the Undercoast. Once you've done that, you'll have three options for breaking into the Pillar, although technically one of them doesn't require going to the Undercoast.
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How to Get into the Pillar of Jor
There are three ways to get into the Pillar of Jor, and all of them will involve doing at least a few things before you can defy the laws of magic. You'll probably want to choose based on your current build or perhaps based on whatever kind of Cleric you're role-playing as.
One way doesn't particularly relate to a build, but the other two revolve mostly around either Intelligence or Dexterity builds. You can make any of them work if you play your cards right, so don't feel obligated to play one way or another.
Swear an Oath to Ever-Glad in the Pipes
This is arguably the easiest way to actually get into the Pillar of Jor, but it does come with a pretty extreme cost. You'll have to swear fealty to this multi-eyed aberration that clearly is not the most well-intentioned being you've ever met.
To find Ever-Glad, you'll need to head across the wooden bridge where you fought the troll and head into the snail door just on the other side of the river. Inside, you'll go up against the Masked Assassin again, and once you finish that fight, you can explore the snail-themed ruins.
You should find a large pool of green water with a place where you can interact with a piece of stone sticking out, and summon Ever-Glad. It's pretty simple at this point, and the choice is up to you. You can always come back and accept their offer at any time, so you might want to explore your options.
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Snail Wizards and Astral Projection
Inside the same area where you'll speak to Ever-Glad and fight the Masked Assassin, you'll notice there's a circle on the floor with four crystals around it. You'll need to go around and find all the snail doors with papers attached to them.
They're all still in the snail-themed ruins, so you don't need to go too far to find all of them. You can walk up and interact with all four of them to get a sense of what's going on, or you can just rip the paper right off and go with it.
You may want to do this after a short or full rest, as almost all the doors will inflict some kind of damage.
Once you've managed to get all the doors unsealed, you can head back to that central circle and interact with it. Here you'll meet Isk-Urum, Cord Puller, and snail wizard extraordinaire. He'll give you the rundown on some lore of the world, and you can break some really unfortunate news to him.
Eventually, you can ask him for some spell scrolls, and he'll gladly give you any that you ask for, so don't be shy about getting those scrolls. You'll be able to collect the following spells from him:
- Astral Projection
- Charm Person
- Detect Secrets
- Inflict Wounds
- Aura of Vitality
The only one you need for the quest is Astral Projection, which you yourself can't cast, but you do know a rather odd wizard who can help you out. Head on back to Visken and talk to him about getting into the Pillar of Jor. You don't have to do it right this second, so you're free to go around and finish up any work you may have left undone.
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A Demi-Lich and a Gynosphinx
This is probably the longest one you'll end up encountering, since you'll need to mostly complete the Tea Shop quest to get access to the area, or just use Detect Magic in the area where the Demi-Lich is hidden. For now, let's run through how it'll all pretty much work from top to bottom.
If you have Detect Magic, you can head to Urth's First Crypt and use it in the chamber where you fight the skeleton; it should reveal a hidden entrance by the caskets. If that doesn't work, you'll want to make your way into the Tea Shop one way or another.
This can be a great time to get Meek and grab the Knock spell they guard to get into the Tea Shop.
Once you've completed most everything for the Tea Shop, you should be able to flip the table. This will reveal something incredibly important, and you'll find yourself at Visken's hoping for answers. He tells you he has a friend who can teach you Speak with Dead.
You can head to Urth's First Crypt, which is in a hidden chamber just before entering the Roots in the City Below. The spot you can interact with should be easy to find now that Visken has let you in on the secret.
From here, it's pretty simple: you can talk to the Demi-Lich and learn Speak with Dead, then try to talk him into giving you the gem you need, or you can just steal it from him with a high enough Dexterity roll. After you get the gem, you can head on over to Olzis, and she should offer you a way into the pillar in exchange for the gem.
Don't be fooled by this indie game; there's always more to do one way or another. If you're feeling like you aren't sure which way you want to go, just go with one and on the next playthrough, give the other way a shot. There are no wrong answers, except Ever-Glad; that thing is freaky.
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