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Help Omeluum Investigate the Parasite: Difference between revisions

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==Walkthrough==
==Walkthrough==
The quest is officially started by talking to Blurg, who upon learning about your situation (if the player chooses to share), summons his ally Omeluum to consult. Talking to Omeluum and agreeing to his plan to brew the potion will kick off the quest.     
The quest is officially started by talking to Blurg, who upon learning about your situation (if the player chooses to share), summons his ally Omeluum to consult. Talking to Omeluum and agreeing to its plan to brew the potion will kick off the quest.     


To complete this quest, the player will have to travel to the [[Arcane Tower]] per Omeluum's instructions to obtain the items they need. This guide will contain information for the full exploration of the tower. Strictly speaking the player does not need to explore most of the tower to complete this quest.  
To complete this quest, the player will have to travel to the [[Arcane Tower]] per Omeluum's instructions to obtain the items they need. However, it is also possible to both acquire [[Tongue of Madness]] and [[Timmask Spores]] without entering the tower. For Timmask mushrooms, approaching them in turn based mode and picking up the spores before they disappear works. Tongue of Madness can be bought from [[Derryth Bonecloak]].


It is possible to both acquire [[Tongue of Madness]] and [[Timmask Spores]] without entering the tower. For Timmask mushrooms, approaching them in turn based mode and picking up the spores before they disappear works. Tongue of Madness can be bought from [[Derryth Bonecloak|Derryth]].
===Dealing with the defences===
 
==Dealing with the defences==
[[File:Arcane Turret.jpg|thumb|An active Arcane Cannon.]]
[[File:Arcane Turret.jpg|thumb|An active Arcane Cannon.]]
The tower is guarded by automated [[Arcane Cannon]]s. They are automatically hostile and will shoot at your characters whenever they're in sight-line and in range - there is a targeting indicator that will tell you this. Anything that breaks this line of sight indicator - i.e. solid obstacles - will effectively stop the attacks.  
The tower is guarded by automated [[Arcane Cannon]]s. They are automatically hostile and will shoot at your characters whenever they're in sight-line and in range - there is a targeting indicator that will tell you this. Anything that breaks this line of sight indicator - i.e. solid obstacles - will effectively stop the attacks.  
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Note, cannons that have previously been rendered inoperable (by brute force) but not destroyed can actually be revived by the Anti-Magic aura, by walking into and then out of its range. You'll see the circuitry on the cannon re-ignite when this happens. This is something to take note of and to be careful of if you're combining the brute force approach with the Anti-magic approach afterwards.
Note, cannons that have previously been rendered inoperable (by brute force) but not destroyed can actually be revived by the Anti-Magic aura, by walking into and then out of its range. You'll see the circuitry on the cannon re-ignite when this happens. This is something to take note of and to be careful of if you're combining the brute force approach with the Anti-magic approach afterwards.


== Navigating the tower ==
=== Navigating the tower ===
[[File:Fungus Platform.jpg|thumb|The fungus on the south wall serving as jumping platforms. ]]
[[File:Fungus Platform.jpg|thumb|The fungus on the south wall serving as jumping platforms. ]]
In general, there are two formal/obvious ways to navigate the tower:
In general, there are two formal/obvious ways to navigate the tower:
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{{#lst:Arcane Tower|layout}}
{{#lst:Arcane Tower|layout}}


=== The ground floor (generator room) and activating the tower ===
==== The ground floor (generator room) and activating the tower ====
[[File:Hole.jpg|thumb|The hole which serves as an alternative entrance to the first floor. ]]To fully explore the tower, the player's goal would be to enter the locked 1st level of the tower - as the generator used to restore power to the tower is located there. To access this floor, the player must first get to the bottom of the tower.  
[[File:Hole.jpg|thumb|The hole which serves as an alternative entrance to the first floor. ]]To fully explore the tower, the player's goal would be to enter the locked 1st level of the tower - as the generator used to restore power to the tower is located there. To access this floor, the player must first get to the bottom of the tower.  


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Interact with the Power Generator to bring up the crafting menu and use it to combine the machine with the Bloom. A cutscene should play where the tower comes to life, and you will gain 25 [[experience]] and an inspiration point for the [[Guild Artisan]] background. With the power restore, you can now navigate up and down the tower via the central elevator.  
Interact with the Power Generator to bring up the crafting menu and use it to combine the machine with the Bloom. A cutscene should play where the tower comes to life, and you will gain 25 [[experience]] and an inspiration point for the [[Guild Artisan]] background. With the power restore, you can now navigate up and down the tower via the central elevator.  


===The first floor (greenhouse) ===
====The first floor (greenhouse) ====
This floor can only be accessed by the restored elevator, by flying, or by platforming on the exterior fungus on the south side of the tower. This is a level that contains all the mushrooms required for the quest. Once the quest items are obtained, all other actions at the tower are strictly optional (see [[Arcane Tower]] for further area information).
This floor can only be accessed by the restored elevator, by flying, or by platforming on the exterior fungus on the south side of the tower. This is a level that contains all the mushrooms required for the quest. Once the quest items are obtained, all other actions at the tower are strictly optional (see [[Arcane Tower]] for further area information).


=== The basement (secret room) ===
==== The basement (secret room) ====
[[File:Flying Secret.jpg|thumb|Flying down to the secret basement room. ]]
[[File:Flying Secret.jpg|thumb|Flying down to the secret basement room. ]]
Optionally, the player can also find more [[Tongue of Madness]] and [[Timmask Spores]] in the basement. This room can only be accessed by using the restored elevator with the [[Guiding Light]] equipped, or by flying.  
Optionally, the player can also find more [[Tongue of Madness]] and [[Timmask Spores]] in the basement. This room can only be accessed by using the restored elevator with the [[Guiding Light]] equipped, or by flying.  
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When the player approaches the elevator with the ring equipped, an additional "Basement" button will appear at the controls, granting access to this secret room.
When the player approaches the elevator with the ring equipped, an additional "Basement" button will appear at the controls, granting access to this secret room.


== Returning to Omeluum ==
=== Returning to Omeluum ===
Once the player returns to Omeluum, he will brew the potion as promised and attempts to extract the tadpole from the player.
Once the player returns to Omeluum, it will brew the potion as promised, and attempts to extract the tadpole from the player.


If the player passes a DC 10 Insight check, they can learn that Omeluum expects doubt and fear from them. If asked if the experiment is dangerous, it will tell them that it does not know what the potion will make them see or feel, but that they may become a danger to themselves. The illithid will however reassure them that the potion won't kill them.
If the player passes a DC 10 Insight check, they can learn that Omeluum expects doubt and fear from them. If asked if the experiment is dangerous, it will tell them that it does not know what the potion will make them see or feel, but that they may become a danger to themselves. The illithid will however reassure them that the potion won't kill them.
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The character that drinks the potion will automatically be attempt a series of saving throws.
The character that drinks the potion will automatically be attempt a series of saving throws.


=== First saving throw ===
==== First saving throw ====
Constitution [[Saving throws|saving throw]] which, if failed, will inflict {{cond|Poisoner}} on the character for 10 rounds.{{note|This save doesn't show up in the in-game log, and its DC is unknown.{{verify}}}}
Constitution [[Saving throws|saving throw]] which, if failed, will inflict {{cond|Poisoner}} on the character for 10 rounds.{{note|This save doesn't show up in the in-game log, and its DC is unknown.{{verify}}}}


=== Second saving throw ===
==== Second saving throw ====


Once Omeluum starts psionically probing, the tadpole will resist, and the character must choose whether to attempt a Wisdom or Intelligence save, with a DC of 10. If the character fails the saving throw, they gain the {{Cond|Tongue of Madness}} condition for 5 turns, which gives them [[disadvantage]] on [[Charisma]] checks.
Once Omeluum starts psionically probing, the tadpole will resist, and the character must choose whether to attempt a Wisdom or Intelligence save, with a DC of 10. If the character fails the saving throw, they gain the {{Cond|Tongue of Madness}} condition for 5 turns, which gives them [[disadvantage]] on [[Charisma]] checks.


=== Third saving throw ===
==== Third saving throw ====
The character must finally attempt a second Wisdom or Intelligence save, this time with a DC of 15. The character is  Dazed for 5 turns if they fail this save, which gives them disadvantage on Wisdom and Intelligence checks.{{note|This is {{em|different}} from the {{Cond|Dazed}} condition caused by attacks like the [[Pommel Strike]] weapon action.}}
The character must finally attempt a second Wisdom or Intelligence save, this time with a DC of 15. The character is  Dazed for 5 turns if they fail this save, which gives them disadvantage on Wisdom and Intelligence checks.{{note|This is {{em|different}} from the {{Cond|Dazed}} condition caused by attacks like the [[Pommel Strike]] weapon action.}}


=== Survival Instinct ===
==== Survival Instinct ====
Regardless of what saves were successful, Omeluum is unable to extract the tadpole. Rather, his intervention has caused it to become stronger. This results in the character that drank the potion gaining the [[Survival Instinct]] power.{{note|In the Early Access, the character instead gained the [[Repulsor]] [[Tadpole Power]]. At this point, the quest will be marked as complete.}}
Regardless of what saves were successful, Omeluum is unable to extract the tadpole. Rather, its intervention has caused the tadpole to become stronger. This results in the character that drank the potion gaining the [[Survival Instinct]] power.{{note|In the Early Access, the character instead gained the [[Repulsor]] [[Tadpole Power]]. At this point, the quest will be marked as complete.}}


As he was unable to help, Omeluum will offer the player his {{RarityItem|Ring of Mind-Shielding}}, though he would not part with it completely for free.  
As it was unable to help, Omeluum will offer the player its {{RarityItem|Ring of Mind-Shielding}}, though it would not part with it completely for free.  


=== Early Access ===
=== Early Access ===
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== Quest rewards ==
== Quest rewards ==
* The character that drinks Omeluum's potion gains the [[Survival Instinct]] Tadpole ability.  
* The character who drinks Omeluum's potion gains the [[Survival Instinct]] Tadpole ability.  
* {{MdRarityItem|Ring of Mind-Shielding}} (can be purchased or obtained through checks).
* {{MdRarityItem|Ring of Mind-Shielding}} (can be purchased or obtained through checks).
* Omeluum becomes a trader, with notable items like {{RarityItem|Amulet of Misty Step}} and {{RarityItem|Creation's Echo}} in his inventory.
* Omeluum becomes a trader, with notable items like {{RarityItem|Amulet of Misty Step}} and {{RarityItem|Creation's Echo}} in its inventory.


== Footnotes ==
== Footnotes ==

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