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Confront the Elder Brain: Difference between revisions
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→Walkthrough: Linked a number of things.
(→Walkthrough: Linked "Orb of Negation" spell) |
(→Walkthrough: Linked a number of things.) |
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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. | 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 Intellect Devourers. The stairs are partially broken; a statue can be destroyed or pushed (with a Strength check) to provide a foothold. Past the enemies is a door to the stem of the Netherbrain. Approaching the stem ''with any character'' causes an automatic cutscene that ends the turn limit ''and'' the fight, and teleports the entire party to this location. From there, the party can use a restoration pod (not on tactician difficulty) and then climb the stem, to get to the top of the Netherbrain. | Once the courtyard battle is completed, the party enters the High Hall proper. A [[Nautiloid_(Creature)|Nautiloid]] attacks, and there is a turn limit to get deeper into the Hall. The party faces several Banite cultists and Intellect Devourers. The stairs are partially broken; a statue can be destroyed or pushed (with a Strength check) to provide a foothold. Past the enemies is a door to the stem of the Netherbrain. Approaching the stem ''with any character'' causes an automatic cutscene that ends the turn limit ''and'' the fight, and teleports the entire party to this location. From there, the party can use a restoration pod (not on tactician difficulty) and then climb the stem, to get to the top of the Netherbrain. | ||
===Possible Gale Decision=== | ===Possible Gale Decision=== | ||
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=== Atop the Netherbrain === | === Atop the Netherbrain === | ||
If Orpheus was sided with rather than the Emperor, the Emperor appears on top of the Netherbrain to stop the party. The Emperor conjures up several Dream Visitors to fight alongside him, stating he knows the party's every weakness. He is joined by several | If Orpheus was sided with rather than the Emperor, the Emperor appears on top of the Netherbrain to stop the party. The Emperor conjures up several Dream Visitors to fight alongside him, stating he knows the party's every weakness. He is joined by several [[Illithid Arcanist|Illithid Arcanists]] and a [[Dominated Red Dragon]]. | ||
If the Emperor was sided with instead of Orpheus, the Netherbrain itself spawns several powerful thralls to join the Dominated Red Dragon and [[Illithid Arcanist]] | If the Emperor was sided with instead of Orpheus, the Netherbrain itself spawns several powerful thralls to join the [[Dominated Red Dragon]] and [[Illithid Arcanist|Illithid Arcanists]]. The specific thrall enemies summoned by the Netherbrain depend on the classes of the current party members.<ref>The ability scores of these thrall enemies seem to be affixed to the specific entity, and set up in a way that is mostly favorable for the abilities of the specific ''class'' of that enemy, such as [[Rage Queller]], the Barbarian equivalent having a high Strength score.</ref> | ||
The physical structures of the "Atop the Netherbrain" map area allow for multiple "safe" paths across the brain matter, including two visible paths along the "ridges" of the Crown to the east and west. Staying on these paths will prevent additional Tentacle entities from appearing and attacking the party. | The physical structures of the "Atop the Netherbrain" map area allow for multiple "safe" paths across the brain matter, including two visible paths along the "ridges" of the Crown to the east and west. Staying on these paths will prevent additional Tentacle entities from appearing and attacking the party. | ||
From the start of this fight, a counter is issued for 4 turns, after which a Nautiloid ship will arrive and begin using the same "targeting" abilities as seen during the players' ascent in the High Hall.<ref>At time of writing, the turn counter UI element may display as having five "sections" around its circle, with one section depleted, but still otherwise functions as only allowing up to 4 turns. It's basically impossible for a regular player to confirm if this UI element behavior is a "bug", or if it had to be implemented this way for another reason.</ref> | From the start of this fight, a counter is issued for 4 turns, after which a [[Nautiloid_(Creature)|Nautiloid]] ship will arrive and begin using the same "targeting" abilities as seen during the players' ascent in the High Hall.<ref>At time of writing, the turn counter UI element may display as having five "sections" around its circle, with one section depleted, but still otherwise functions as only allowing up to 4 turns. It's basically impossible for a regular player to confirm if this UI element behavior is a "bug", or if it had to be implemented this way for another reason.</ref> | ||
The illithid party member that is "holding" the Netherstones needs to travel close enough to the Crown of Karsus, and then perform Karsus' Compulsion for several turns. The party member ''can'' be attacked, possibly interrupted, and even killed while attempting to cast this spell. If a character casting Karsus' Compulsion is killed, no other party members will be allowed to cast the spell in their place, but once the character is resurrected they will be allowed to try casting Karsus Compulsion again, at their next available opportunity.<ref>Players should be aware that, when a character is resurrected, even if they are "the" illithid party member for this fight, they will still have the usual effects of being resurrected while in-combat, and it may be multiple turns before they are capable of taking actions again.</ref> | The illithid party member that is "holding" the Netherstones needs to travel close enough to the Crown of Karsus, and then perform [[Karsus' Compulsion]] for several turns. The party member ''can'' be attacked, possibly interrupted, and even killed while attempting to cast this spell. If a character casting [[Karsus' Compulsion]] is killed, no other party members will be allowed to cast the spell in their place, but once the character is resurrected they will be allowed to try casting [[Karsus' Compulsion]] again, at their next available opportunity.<ref>Players should be aware that, when a character is resurrected, even if they are "the" illithid party member for this fight, they will still have the usual effects of being resurrected while in-combat, and it may be multiple turns before they are capable of taking actions again.</ref> | ||
Successfully casting Karsus' Compulsion opens up a portal to the "Mind of the Netherbrain" area, where a physical manifestation of the brain can be attacked. Killing the brain before the turn limit allows the brain to be defeated, once and for all. | Successfully casting [[Karsus' Compulsion]] opens up a portal to the "Mind of the Netherbrain" area, where a physical manifestation of the brain can be attacked. Killing the brain before the turn limit allows the brain to be defeated, once and for all. | ||
===Mind of the Netherbrain=== | ===Mind of the Netherbrain=== |