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Pillars of Eternity 2 Online Walkthrough by David Milward

INTRO & ABOUT | CHARACTERS | COMBAT AND RULES | ITEMS | SHIPS
Quests | Areas | Mega Bosses
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Main Game: Main Quests | Character Quests | Side Quests | Tasks | Bounties
Faction Quests: Huana | Principi | Royal Deadfire Company | Vailian Trading Company
Expansions: Beast of Winter | Forgotten Sanctum | Seeker, Slayer, Survivor

Beast of Winter Main Quests: An Honored Guest | To Rise And Decline | Death's Depthless Dominion | The Bridge Ablaze | The Drowned Kingdom | The Endless Queries
Beast of Winter Side Quests: Toasting the Dead | The Higher-Ups | The Last Pilgrimage

Toasting the Dead

Harbinger's Watch


  1. Harbinger Nyrvardir will be at #6 on the map of Harbinger's Watch. He wants fluid from metal machines as an ingredient in his search for the perfectly brewed liquor.

  2. Complete the Quest called An Honored Guest, which results in you obtaining Vatnir's Icepicks.

    Go to the cliff wall at #4, and use Vatnir's Icepicks there to reach the Outcrop on High.

  3. Outcrop on High

  4. You start off at #1. At #7 is where you'll have to fight a cult of Rymrgand, led by Champion-Ascendant Grymgaer. His cult includes several Pilgrims of varying classes, as well as Bear Companions. Dealing with this cult is the focus of The Higher-Ups Task, but getting them out of the way facilitates completing this Task at the same time.

    The fight is complicated by the presence of Sigils of Death at points marked #9, and a Sigil of Pain at #10. One approach is to try and draw the cult away from the sigils, and then destroy the sigils from a safe distance afterwards.

    Alternatively, the Sigil of Death Wardstone at #3 and the Sigil of Pain Wardstone at #6 can help immunize your party against the Sigils.

    Grymgaer himself will leave behind a Sigil of Death Wardstone, Boots of the White, and a Helm called the Horns of the Aurochs.

  5. There will be a rope and grappling hook at #11, and it leads down to the Rimebound Temple through a scripted interaction.

    A Perception check of 14 on the way down reveals an object lodged in the ice. You can have a character make a Might check of 16 to pull it out of the ice. Making the check will result in a War Hammer called Glacierbane going into your inventory then and there.

    If you initially attempt to get the item but decide you can't make the Might check, a couple of alternatives become available. Those alternatives are to use either a fire-based spell (e.g., Fireball) or an Immolator to melt the ice around it. Glacierbane will drop down to the bottom. That means you'll have to make your to the Rimebound Temple and then pick it up.
  6. Rimebound Temple

  7. Damaged Rime ConstructYou'll start off at #1. At #2 will be a Damaged Rime Construct, along with a couple of other Rime Constructs.

    The objective is to obtain the Rime Construct Fluid from the Damaged Construct. If you click on it, you can make either a Dexterity check of 15 or a Mechanics check of 12 to extract the Fluid. You can still extract the Fluid without making the checks, but doing so results in an Injury to the Watcher. The Constructs will attack in any event afterwards. Alternatively, you can simply force-attack the Constructs and then pick up the Fluid afterwards.

  8. You can find an alternative source of Rime Construct Fluid by going through the cave entrance at #4 on the map of the Rimebound Temple.
  9. Temple of Decline

  10. It brings you to the Temple of Decline at #1.

    There will be a broken down construct lying in a pool of green liquid at #3. Click on it to begin a scripted interaction. A Perception check of 11 indicates a smell like rotten Koiki Fruit mixed with rust and something else. An Alchemy check of 16 verifies that the liquid is too toxic for Kith to consume. A Sleight of Hand check of 9 will obtain the Rime Construct Fluid without an Injury. Failing the check will result in an Acute Rash (-5 Fortitude, -3 Corrosive Armor Rating) Injury.

  11. Return to Nyrvardir with the Rime Construct Fluid. Choosing the dialogue option of "here you go" leads to a 2,500+ xp reward. There are a few different possibilities afterwards.

    Giving him the Fluid then and there means he'll give you a ring called Finality's Claim, but nothing else. He'll have a nearby Harbinger sample the new concoction, who promptly falls over dead from poisoning. Nyrvardir won't be bothered by that fact and the Task will conclude.

    Choosing the "not so fast" opens up more possibilities. You can follow up with a warning that the Fluid is toxic. And from there you go ahead and give him the Fluid anyway, which plays out the same as if you had given it to him right away. Alternatively, you can choose a Benevolent option that destroys the fluid. That will leave you with only the xp reward, and no material reward from Nyrvardir himself.

    You can also follow up "not so fast" by insisting on a discussion of compensation. He'll offer either 4,000cp or Finality's Claim, but not both. You can accept one or the other with dialogue options that do not involve skill checks. A Diplomacy check of 14 means increasing the fee to 8,000cp but no Finality's Claim. A Diplomacy check of 16 will get you both the 4,000cp and Finality's Claim.

    Accepting one of the offers of compensation means an additional choice afterwards. You can give him the Fluid as part of the deal, and again a nearby Harbinger will end up poisoning himself. Or you can choose a Shady dialogue option that destroys the fluid. That causes Nyrvardir to attack you, although the rest of the villagers will remain friendly.

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