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{{SpoilerWarning}}[[File:Confront the Elder Brain Quest.jpg|thumb|The Elder Brain is the ultimate opponent, and the one way to escape the tadpoles.]]
[[File:Confront the Elder Brain Quest.jpg|thumb|The Elder Brain is the ultimate opponent, and the one way to escape the tadpoles.]]
'''Confront the Elder Brain''' is a [[quest]] in [[Act Three]] of Baldur's Gate 3.
'''Confront the Elder Brain''' is a [[quest]] in [[Act Three]] of Baldur's Gate 3.


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===Possible Gale Decision===
===Possible Gale Decision===
[[File:CTNB Quest Ending Gale Alone vs Brain Stem.jpg|350px|thumb|''"Though our time together will be exceptionally brief. Farewell, and happy landing."'']] If [[Gale]] is in the party, interacting with the Brain Stem ''may'' trigger a short conversation between him and his controlling player-character. Multiple potential outcomes are allowed from this conversation, depending on the players' actions prior to crossing the "point of no return."
[[File:CTNB Quest Ending Gale Alone vs Brain Stem.jpg|350px|thumb|''"Though our time together will be exceptionally brief. Farewell, and happy landing."'']] If [[Gale]] is in the party, interacting with the Brain Stem ''may'' trigger a short conversation between him and the player character. Depending on the choices made prior to crossing the "point of no return", it is possible now to let Gale climb the Brain Stem alone and use his orb to destroy the Netherbrain. If that happens then all of the fights described in the rest of this article '''are completely avoided.'''
 
If the player ''allows Gale to ascend the Brain Stem, alone'' then all of the fights described in the rest of this article '''are completely avoided.'''
 
Other outcomes from this conversation are possible, but multiple of these naturally result in Gale continuing with the other party members into the remaining fights of the game.


=== Atop the Netherbrain ===
=== Atop the Netherbrain ===
The Netherbrain is guarded by four [[Illithid Arcanist|Illithid Arcanists]] and a [[Dominated Red Dragon]]. There are also sixteen [[Tentacle]] enemies hidden under the brain's surface that will appear if an allied character travels within 3m/10ft of them.  
The Netherbrain is guarded by four [[Illithid Arcanist|Illithid Arcanists]] and a [[Dominated Red Dragon]]. There are also sixteen [[Tentacle]] enemies hidden under the brain's surface that will appear if an allied character travels within 3m/10ft of them.  


The party will also face additional enemies that vary depending on whether the player chose to side with Orpheus or the Emperor:  
The party will also face additional enemies that vary depending on whether the party chose to side with Orpheus or the Emperor:  


*If Orpheus was sided with, the Emperor appears on top of the Netherbrain to stop the party. The Emperor conjures four [[Dream Guardian|Dream Guardians]] to fight alongside him, stating that he knows the party's every weakness.
* If Orpheus was sided with, the Emperor appears on top of the Netherbrain to stop the party. The Emperor conjures four [[Dream Guardian|Dream Guardians]] to fight alongside him, stating that he knows the party's every weakness.


*If the Emperor was sided with, the Netherbrain itself spawns four [[Countermeasure|Countermeasures]], powerful Aberrations that are designed to counter specific classes. The Countermeasures summoned depend on the classes of the current party members.
* If the Emperor was sided with, the Netherbrain itself spawns four [[Countermeasure|Countermeasures]], powerful Aberrations that are designed to counter specific classes. The Countermeasures summoned depend on the classes of the current party members.


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 [[Tentacle]] enemies 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 [[Tentacle]] enemies from appearing and attacking the party.


At 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" bombardment 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>
At 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" bombardment seen during the partys' 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 to confirm if this UI element behavior is a "bug", or if it had to be implemented this way for another reason.</ref>


An 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>
Only an illithid party member that is "holding" the Netherstones can cast [[Karsus' Compulsion]]. To do this, the illithid party member needs to move close enough to the Crown of Karsus, and then cast Karsus' Compulsion for several turns. The party member can be attacked, possibly interrupted, and even killed while attempting to cast this spell. As no other party members can cast the spell in their place, the killed illithid party member must resurrected to try casting [[Karsus' Compulsion]] again, at the next available opportunity.<ref> The resurrected illithid party member will still have the usual effects of being resurrected while in combat, and there 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 Netherbrain can be attacked. Killing it before the turn limit, leads to defeat the Netherbrain, once and for all.


===Mind of the Netherbrain===
===Mind of the Netherbrain===
This area contains a number of loosely connected floating platforms that are ''breakable''.  Periodically, a small group of platforms will be marked for destruction, and their outlines will turn pink. Once a platform is destroyed, any entities that were on the surface are instantly killed and cannot be resurrected during the fight. (Death in this manner does not, however, cause the character to have a different "ending" upon winning the fight, if applicable.)
This area contains a number of loosely connected floating platforms that are ''breakable''.  Periodically, a small group of platforms will be marked for destruction, and their outlines will turn pink. Once a platform is destroyed, any entities that were on the surface are instantly killed and cannot be resurrected during the fight. If winning the fight, then every party member who is killed here and atop the Netherbrain will be resurrected after the fight.


When at least one character successfully passes through the portal, the initiative order will introduce an entity representing the Netherbrain into the turn order.<ref>If Examined, the full name of the Netherbrain's entity is revealed to be "The Unbreakable Will of the Netherbrain", but in the Combat Log and Initiative Order this entity is still labelled as "The Netherbrain."</ref>   
When at least one character successfully passes through the portal, the initiative order will introduce an entity representing the Netherbrain into the turn order.<ref>If Examined, the full name of the Netherbrain's entity is revealed to be "The Unbreakable Will of the Netherbrain", but in the Combat Log and Initiative Order this entity is still labelled as "The Netherbrain."</ref>   


To reach "The Mind of The Netherbrain" after this trigger occurs, ''each individual character and summoned creature'' under the players' control must directly interact with the portal to be brought through, or else they will remain in the "Atop the Netherbrain" area.
To reach "The Mind of The Netherbrain" after this trigger occurs, ''each individual party member and summoned creature'' must directly interact with the portal to be brought through, or else they will remain in the "Atop the Netherbrain" area.


Upon successfully interacting with the portal, the character will appear somewhere inside "The Mind of the Netherbrain", on one of the aforementioned breakable platforms (out of the rough "half-ring" grouping of platforms that is farthest away from the Netherbrain). Once all party members are ''either'' inside the "Mind of the Netherbrain" area, or have ''died'' while still in the "Atop the Netherbrain" area, the turn order will truncate down to include just the entities present inside the "Mind of the Netherbrain."
Upon successfully interacting with the portal, the party member will appear somewhere inside "The Mind of the Netherbrain", on one of the aforementioned breakable platforms (out of the rough "half-ring" grouping of platforms that is farthest away from the Netherbrain). Once all party members are ''either'' inside the "Mind of the Netherbrain" area, or have been killed while still in the "Atop the Netherbrain" area, the turn order will truncate down to include just the entities present inside the "Mind of the Netherbrain."


===The Unbreakable Will of the Netherbrain===
===The Unbreakable Will of the Netherbrain===
When the Netherbrain is added into the turn order, a new counter will appear, overwriting the state of the prior timer. If the players do not successfully kill the Netherbrain entity within the allotted turns, a Game Over screen will occur.
When the Netherbrain is added into the turn order, a new counter will appear, overwriting the state of the prior timer. If the Netherbrain entity is not killed within the allotted turns, a Game Over screen will occur.


If the final DC 99 check to "DOMINATE THE BRAIN" was passed with a critical success, the Netherbrain will start with the [[Against All Odds (Condition)|Against All Odds]] debuff, lowering it's HP by 20%.
If the final DC 99 check to "DOMINATE THE BRAIN" was passed with a critical success, the Netherbrain will start with the [[Against All Odds (Condition)|Against All Odds]] debuff, lowering it's HP by 20%.
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