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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

Side Quests: Helping Hands | Lost Dues in Good Faith | Mapping the Archipelago: Port Maje | Mapping the Archipelago: Tikawara | Mapping the Archipelago: West Wakara Reef | Mapping the Archipelago: The Burning Shoals | Mapping the Archipelago: Razai Passage | A Bigger Fish | A Sinking Feeling | Family Pride | The Archmage's Vault | Bekarna's Folly | Food for Thought | Harsh Medicine | The Cornett's Call | Eulogy for the Dead | Broodmother's Fury | The Storms of Poko Kohara | Hunting Season | Cruel Cargo | Tip of the Spear | Nemnok the Devourer | The Final Voyage | A Paradise of the Mind

Nemnok the Devourer

Junvik Village

  1. Tatok will be at #6 in Junvik Village. The Quest begins when you indicate a willingness to save his son, Kaali, who is slated to become the next sacrifice to a being named Nemnok.

  2. Leave the village through the north exit at #7.

  3. Rikihu's Maw, North Island

  4. You'll now be north of Junvik Village, which is at #6 on the map of the North Island of Rikihu's Maw. Go north to #7.

  5. At #7 is the entrance to the Drowned Barrows.

    There are multiple points of entry. Going towards the eye sockets to explore the Crown level is not necessary to complete this Quest, but there are some notes to be found that can provide helpful information. You can also obtain items that you may find useful, and one item in particular can help you reach your ultimate destination in the game.

    Going through the right eye socket allows you to enter at #1 on the Crown level.

    Going towards the eyes and going through the left eye socket allows you to enter at #2 on the Crown level. But you either have to spend a Rope and Grappling Hook, or have everyone make an Athletics check of 12. Party members who don't make the check will sustain the Twisted Ankle (-20 Reflexes) Injury.

    Going through the mouth brings you to #12 on the Base Floor.
  6. Drowned Barrows, Crown

  7. Going through the right eye socket to start at #1 means having to disarm the traps to the near east of the socket.

    It also means having to fight the Eotens, Barrow Guards and Scrivenes at points #5 and #6 right away.

    A possible benefit of coming in through the socket is not having to expend any items or make any skill checks to gain entry.

  8. The left eye socket would bring you to #2. Acolyte Kinnuq will be at #3. His initial inclination is for him and his fellow Scriveners to go hostile and attack you. If you want to avoid a fight, you can either indicate a desire to ask questions generally followed by a Bluff check of 20, or ask about Kaali followed by either a Diplomacy check of 16 or an Intimidate check of 13.

    Keep in mind that the monsters at #5 and #6 will still be hostile.

  9. The table at #4 has Kinnuq's Memo, along with another random item or two. The memo itself alludes to the "master's favorite cloak".

  10. The table at #7 has A Note on the Forge, which alludes to a need to stay away from the Naga in the level below who are led by a Forgemaster.

  11. There stairs at #8 lead down to the stairs at #13 on the Base Floor.
  12. Drowned Barrows, Base Floor

  13. You can come to the Base Floor either by coming down the stairs at #8 on the Crown, or going through the mouth from the North Island. There will again be plenty of Eotens, Barrow Guards and Scriveners to fight.

  14. There will be numerous hostile Flame Naga to fight at #14 led by Forgemaster Tythus. You can complete this Quest without this fight and the next fight as well, but doing so can make it easier to get past the room at #18. It can also lead to obtaining some items you may helpful, including the one that can help with the Main Quests.

  15. A few Eotens will be at #15, led by Deathwarden Latuc. Latuc himself will leave behind a Sigil of Death Wardstone, which may be useful in the room at #18.

  16. There will be numerous traps leading up the door at #16. The door itself is opened by finding a hidden button just to its left and behind the Lamp Oil Barrels with a Perception check of 10, and then pressing it.

  17. The stairs at #17 lead to #9 on the map of the Crown.

  18. The crate at #10 on the map of the Crown level has Nenmok's Cloak.

    The crate at #11 on the map of the Crown level has a Blackwood Log in it. Having five of these logs can help build your ship in a way that it reach the ultimate destination of the game.

  19. Return to the Base Floor and go to the room at #18. This room is loaded with both traps and a pair of Sigils of Death. The Sigils can inflict Injuries each time they pulse, which can quickly lead to permanent death.

    Getting the Sigil of Death Wardstone from Deathwarden Latuc at #15 and using it can protect you from the Sigils.

  20. The door at #19 can be opened after a Perception check of 10 reveals that the horned skull to its left is a switch, and then hitting that switch.

  21. This stairs at #20 lead down to #21 on the map of the Sanctum.
  22. Drowned Barrows, Sanctum

  23. Nemnok the DevourerThe Sanctum itself is filled with Barrow Guards, Scriveners and Eotens throughout.

    Nemnok's pit is at #22, with Kaali as one of the supplicants in worship beside it. Kaali will at some point notice you, but the dialogue inevitably leads to Nemnok appearing out of the Pit.

    It is quite easy for the encounter to end with hostilities. Keep in mind that should Kaali die without being freed from Nemnok, you can still complete the Quest but without all of its possible rewards.

    One way to secure Kaali's freedom is to question Nemnok directly about being an Imp, following that up with a Diplomacy check of 16, and then agreeing to Nemnok's request to acquire Grimoires from especially powerful Wizards for him. That triggers The Lost Grimoires Task. Nemnok then releases Kaali, who promptly departs. Nemnok also gives you Nemnok's Decree, which vaguely describe the locations where the Grimoires can be found.

    Completing that Quest makes it possible to acquire the items from the chests at #23 through willing exchanges. Those items are:
    Trying to get those items out of their chests but without Nemnok's permission as part of The Lost Grimoires Quest will result in Nemnok and all of his minions turning hostile. And that's even if you previously came to an understanding with Nemnok to start The Lost Grimoires Task.

    If you want to save Kaali but in more violent fashion, you need to make an Intimidate check of 18 to convince Kaali to abandon Nemnok. If you make the dialogue check, stay in dialogue until Kaali has completely left the Sanctum. Clicking on the ensuing dialogue options too quickly can result in Kaali still being in the room, forcing you to kill him and failing the Quest.

    Nemnok himself has a LOT of Health, aside from having a lot of minions in the sanctum to help him out. Keep in mind that he also likes having Arcane Reflection on himself, so trying for example Disintegration on him can backfire badly. The herd around him is decidedly easier to thin out, so wipe them out and save him for last when he's by himself.

    He had been relying on an amulet he stole from Arkemyr to give him greater size and power, but will get reduced to the size of a regular Imp since defeating him also destroys the amulet. You will have a choice once you've defeated him. You can either kill him permanently, or accept Nemnok as a Pet. Either choice fails The Lost Grimoires Task.

  24. Return to Tatok in Junvik Village. He'll reward you with 5,000+ xp, 500cp and the Hearth Defender's Scale if Kaali returned alive. You'll get the other rewards but not the armor if Kaali died while you fought Nemnok.

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