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Tadpoling Centre: Difference between revisions
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{{Location page | |||
| prefix = The | |||
| name = Tadpoling Centre | |||
== | | alt name = | ||
| image = Tadpoling Centre.png | |||
| image description = Tadpoling Centre, with Neural Apparatus, full and empty pods seen | |||
| act = two | |||
| summary = It is where captives of the [[Cult of the Absolute]] deemed worthy of further 'usage' are kept, tadpoled and sometimes turned into mind flayers. It can be reached (as the rest of the colony) only within [[Act Two]] of the game and only after initial fight with {{CharLink|Ketheric Thorm}}. | |||
| region prefix = the | |||
| region = Mind Flayer Colony | |||
| north = | |||
| west = | |||
| east = Barracks | |||
| south = Morgue | |||
}} | |||
==Tadpoling Centre== | |||
===How to find=== | ===How to find=== | ||
After descending into the colony and destroying fleshy membrane at the entrance, the party should go along the corridor. The Tadpoling Centre will be the first turn to the left, fenced off by | After descending into the colony and destroying fleshy membrane at the entrance, the party should go along the corridor. The Tadpoling Centre will be the first turn to the left, fenced off by a Flesh-Wrought Door. | ||
===What's inside=== | ===What's inside=== | ||
Line 11: | Line 23: | ||
Under each pod there is an active 'button', glowing either red (empty pod) or cyan (occupied pod). Interacting with cyan buttons will bring forth a Narrator line that briefly describe the person that is (or was) inside. | Under each pod there is an active 'button', glowing either red (empty pod) or cyan (occupied pod). Interacting with cyan buttons will bring forth a Narrator line that briefly describe the person that is (or was) inside. | ||
To the right of the entrance: | To the right of the entrance: | ||
* Empty pod | |||
* Mind flayer | |||
* Empty pod | |||
* {{CharLink|Zevlor}} | |||
* Mind flayer | |||
To the left of the entrance: | |||
To the left of the entrance: | * Empty pod (it, however, still preserves some scraps of {{CharLink|Ulder Ravengard|Duke Ravengard's}} personality) | ||
* Mind flayer | |||
* {{CharLink|Shuurga|Manip Shuurga}} | |||
* Mind flayer | |||
* {{CharLink|Yeva|Gauntlet Yeva}} | |||
Across the entrance is the corridor (leading to the room with larvae brine pools). To the right side of it stands [[Neural Apparatus]] that controls all the pods in the room. Interacting with it enacts a dialogue, where the party will be prompted to decide the fate of all those who is still alive within the pods: either to release them, to kill them all (purge the pods) or to leave as they were (this allows to start the dialogue anew later). | |||
Choosing any will result in gaining [[Approval]] or Disapproval from different party members (f.e., releasing captives is approved by {{CharLink|Shadowheart}} or {{CharLink|Karlach}} and disapproved by {{CharLink|Astarion}}, {{CharLink|Minthara}} or {{CharLink|Lae'zel}}). | |||
The pods cannot be operated separately, so either all pod inhabitants who are still alive must be killed or freed at once. A battle starts if the inhabitants are freed because all four released mind flayers instantaneously turn hostile and attack. However, the other NPCs that stayed within the pods intact and were freed become temporary allies and fight along the party. [[Intellect Devourer]]s running around join the battle, too, siding with the mind flayers. | |||
Zevlor and the other survivors can potentially turn hostile if they take damage from the party, even unintentionally. | |||
===After the battle=== | ===After the battle=== | ||
After resolving the battle the | After resolving the battle the party can speak with the allies who survived. | ||
* Gauntlet Yeva will tell that Duke Ravengard was taken from his pod not very long before, still human and able to resist the convoy guards. | |||
* Manip Shuurga will just lament herself being unable to help the Duke. | |||
Talking to | * Talking to Zevlor will reveal what actually happened to him when the refugees' caravan had been attacked by cultists upon entering the [[Shadow-Cursed Lands]]. This dialogue ends the quest {{Quest|Find Zevlor}}. After that, Zevlor says he is going to gather whoever he can around the colony and guide them out to safety. If the party convince the former Hellrider that he still might be worthy, Zevlor will be available in [[Act Three]] as an aidee in the final battle through the {{Quest|Gather Your Allies}} quest. | ||
==Brine pools room== | ==Brine pools room== | ||
Behind the Tadpoling Centre is another room with a cascade of several brine pools alike the one that the | Behind the Tadpoling Centre is another room with a cascade of several brine pools alike the one that the party had already seen on the nautiloid. These are empty of larvae, and this fact will discompose and bemuse the [[Dream Guardian]]. Interacting with the leftmost brine pool gives a chance to catch one last {{SmRarityItem|Mind Flayer Parasite Specimen}} (requires a {{Ability check|Perception|16}}). | ||
In this room stand two more detached Mind Flayer Pods, one of which contains the captured {{CharLink|Mizora}}. This is the point when the party can start helping {{CharLink|Wyll}}, if he was recruited and is still alive to break his [[Warlock]] pact — in order to do this, passing a {{Ability check|Intimidation|16}} while speaking with Mizora is necessary. | |||
Her pod has its own controlling panel with two switches marked by illithid symbols that must first be deciphered by a {{Ability check|Arcana|10}}. One frees the cambion, while another annihilates her. '''Killing Mizora in the pod will instantly kill Wyll, too (even if he is already dead)'''. It is also possible to smash the pod open, requiring a {{Ability check|Strength|14}}. | |||
The Ruptured Mind Flayer Pod to the left of Mizora is of particular note to {{CharLink|The Dark Urge}}. A {{Ability check|Investigation|10}} reveals that the blood found on the casing is still fresh, and Astarion, if present, can confirm that the blood undoubtedly belongs to The Dark Urge. With a {{Ability check|Charisma|10}}, memories of their imprisonment come flooding back and in them the taunts and laughter of the [[Orin|woman]] who betrayed them, adding an extra note in their {{Quest|Open Your Scars}} quest. | |||
In this room | In this room, there is also a book that partially reveals the peculiarities of the tadpoled condition. | ||
==Notes== | ==Notes== | ||
* In [[Act Three]], when the | {{notebegin}} | ||
* In [[Act Three]], when the {{CharLink|The Emperor|Emperor}} recalls discovering the colony under [[Moonrise Towers]] and being captured, his memories do not contain pictures of Tadpoling Centre. It remembers his human form simply tied to a chair when being infected with a tadpole.{{noteend}} | |||
{{Mind Flayer Colony}} | |||
[[Category:Locations]] | |||
[[Category:Act Two Locations]] |
Latest revision as of 08:49, 23 September 2024
Mind Flayer Colony | ||||
Tadpoling Centre | → | Barracks | ||
↓ | ||||
Morgue |
Tadpoling Centre[edit | edit source]
How to find[edit | edit source]
After descending into the colony and destroying fleshy membrane at the entrance, the party should go along the corridor. The Tadpoling Centre will be the first turn to the left, fenced off by a Flesh-Wrought Door.
What's inside[edit | edit source]
The Tadpoling Centre is a round room with four detached fleshy pillars and ten Mind Flayer Pods along the walls (five to each side). Some are empty, some contain newly created mind flayers, but some keep NPCs that the party has already met in the game (see below). The room is 'maintained' by several Intellect Devourers that run along back and forth the room and corridors.
Under each pod there is an active 'button', glowing either red (empty pod) or cyan (occupied pod). Interacting with cyan buttons will bring forth a Narrator line that briefly describe the person that is (or was) inside.
To the right of the entrance:
- Empty pod
- Mind flayer
- Empty pod
- Zevlor
- Mind flayer
To the left of the entrance:
- Empty pod (it, however, still preserves some scraps of Duke Ravengard's personality)
- Mind flayer
- Manip Shuurga
- Mind flayer
- Gauntlet Yeva
Across the entrance is the corridor (leading to the room with larvae brine pools). To the right side of it stands Neural Apparatus that controls all the pods in the room. Interacting with it enacts a dialogue, where the party will be prompted to decide the fate of all those who is still alive within the pods: either to release them, to kill them all (purge the pods) or to leave as they were (this allows to start the dialogue anew later).
Choosing any will result in gaining Approval or Disapproval from different party members (f.e., releasing captives is approved by Shadowheart or Karlach and disapproved by Astarion, Minthara or Lae'zel).
The pods cannot be operated separately, so either all pod inhabitants who are still alive must be killed or freed at once. A battle starts if the inhabitants are freed because all four released mind flayers instantaneously turn hostile and attack. However, the other NPCs that stayed within the pods intact and were freed become temporary allies and fight along the party. Intellect Devourers running around join the battle, too, siding with the mind flayers.
Zevlor and the other survivors can potentially turn hostile if they take damage from the party, even unintentionally.
After the battle[edit | edit source]
After resolving the battle the party can speak with the allies who survived.
- Gauntlet Yeva will tell that Duke Ravengard was taken from his pod not very long before, still human and able to resist the convoy guards.
- Manip Shuurga will just lament herself being unable to help the Duke.
- Talking to Zevlor will reveal what actually happened to him when the refugees' caravan had been attacked by cultists upon entering the Shadow-Cursed Lands. This dialogue ends the quest . After that, Zevlor says he is going to gather whoever he can around the colony and guide them out to safety. If the party convince the former Hellrider that he still might be worthy, Zevlor will be available in Act Three as an aidee in the final battle through the quest.
Brine pools room[edit | edit source]
Behind the Tadpoling Centre is another room with a cascade of several brine pools alike the one that the party had already seen on the nautiloid. These are empty of larvae, and this fact will discompose and bemuse the Dream Guardian. Interacting with the leftmost brine pool gives a chance to catch one last Mind Flayer Parasite Specimen (requires a DC 16 Perception check).
In this room stand two more detached Mind Flayer Pods, one of which contains the captured Mizora. This is the point when the party can start helping Wyll, if he was recruited and is still alive to break his Warlock pact — in order to do this, passing a DC 16 Intimidation check while speaking with Mizora is necessary.
Her pod has its own controlling panel with two switches marked by illithid symbols that must first be deciphered by a DC 10 Arcana check. One frees the cambion, while another annihilates her. Killing Mizora in the pod will instantly kill Wyll, too (even if he is already dead). It is also possible to smash the pod open, requiring a DC 14 Strength check.
The Ruptured Mind Flayer Pod to the left of Mizora is of particular note to The Dark Urge. A DC 10 Investigation check reveals that the blood found on the casing is still fresh, and Astarion, if present, can confirm that the blood undoubtedly belongs to The Dark Urge. With a DC 10 Charisma check, memories of their imprisonment come flooding back and in them the taunts and laughter of the woman who betrayed them, adding an extra note in their quest.
In this room, there is also a book that partially reveals the peculiarities of the tadpoled condition.
Notes[edit | edit source]
- In Act Three, when the Emperor recalls discovering the colony under Moonrise Towers and being captured, his memories do not contain pictures of Tadpoling Centre. It remembers his human form simply tied to a chair when being infected with a tadpole.