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→The High Hall: upper city sewers route
(You can sneak and avoid the entire ambush.) |
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The party returns to Baldur's Gate to find it in shambles. The entire city is a battle between the Nautiloids and an army of Red Dragons. Moving forward, the party finds a building where all of their allies are gathered, along with a Flaming Fist named [[Beorn Wunterbrood]]. The individuals that appear are based on who was successfully recruited as part of [[Gather Your Allies]]. These allies grant a new action - Call Forth Allies - that can summon various allies to the field or utilize powerful AoE attacks. | The party returns to Baldur's Gate to find it in shambles. The entire city is a battle between the Nautiloids and an army of Red Dragons. Moving forward, the party finds a building where all of their allies are gathered, along with a Flaming Fist named [[Beorn Wunterbrood]]. The individuals that appear are based on who was successfully recruited as part of [[Gather Your Allies]]. These allies grant a new action - Call Forth Allies - that can summon various allies to the field or utilize powerful AoE attacks. | ||
Before entering the courtyard, the party can potentially encounter a few mindflayers if they move eastward. There is also a restoration pod right near the gate to the courtyard. Entering the courtyard leads to an all-out assault of Absolutist cultists, goblins, an Ogre, a Spectator, and several Mind Flayers. Note, it is possible to bypass this battle by avoiding entering through the main entrance, and approaching the High Hall from the northern or southern routes with stealth and invisibility. | Before entering the courtyard, the party can potentially encounter a few mindflayers if they move eastward. There is also a restoration pod right near the gate to the courtyard. (not if played on tactician) Entering the courtyard leads to an all-out assault of Absolutist cultists, goblins, an Ogre, a Spectator, and several Mind Flayers. Note, it is possible to bypass this battle by avoiding entering through the main entrance, and approaching the High Hall from the northern or southern routes with stealth and invisibility. | ||
Additionally there is a hidden route through Upper City Sewers which also lead to High Hall proper. This route features few goblins, a mindflayer, Absolute cultist, [[Necromite|necromites]] and a Death Knight named Stalker Svignee. | |||
Once the courtyard battle is completed, the party enters the High Hall proper. A Nautiloid attacks, and there is a turn limit to get deeper into the Hall. The party faces several Banite cultists and needs to push a statue (with a Strength check) to climb up to the upper floor. Moving past the cultists is the brain stem of the Netherbrain. Approaching the stem causes an automatic cutscene and ends the turn limit. From there, the party can use a restoration pod and then climb the stem, to get to the top of the Netherbrain. If Gale is in the party, it's noted that Gale could use the bomb to end the battle right away. Gale notices the hesitation before climbing the stem and asks what the plan is, and he can either be told the proposal or simply told it was nothing. | Once the courtyard battle is completed, the party enters the High Hall proper. A Nautiloid attacks, and there is a turn limit to get deeper into the Hall. The party faces several Banite cultists and needs to push a statue (with a Strength check) to climb up to the upper floor. Moving past the cultists is the brain stem of the Netherbrain. Approaching the stem causes an automatic cutscene and ends the turn limit. From there, the party can use a restoration pod and then climb the stem, to get to the top of the Netherbrain. If Gale is in the party, it's noted that Gale could use the bomb to end the battle right away. Gale notices the hesitation before climbing the stem and asks what the plan is, and he can either be told the proposal or simply told it was nothing. |