Nere: Difference between revisions

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== Involvement ==
== Involvement ==
A group of enslaved [[Gnome|deep gnomes]] under the whip of [[Duergar]] are trying to free a True Soul from a cave-in near the main room of the [[Grymforge]]. To save him, the gnomes tell you to go find [[Philomeen]], a runaway gnome in possession of an explosive capable of destroying the rubble.  
You first meet '''Nere''' as part of the quests [[Free True Soul Nere]].  


''Warning:'' having two full rests after discovering that Nere is trapped will cause his death and the death of those who are trapped with him.
=== Act One ===
A group of enslaved [[Gnome|deep gnomes]] are trying to free him from a cave-in near the main room of the [[Grymforge]]. To save him, the gnomes tell you to go find [[Philomeen]], a runaway gnome in possession of an explosive capable of destroying the rubble.  


After freeing him, the player can decide to kill him and his mercenaries to save the slave gnomes. The player may also convince [[Elder Brithvar]] and his companion, another duergar at the entrance of the main room, to side against Nere, making the fight easier. Alternatively, you can betray Brithvar and convince Nere and the Absolute Cultists to turn on the mercenaries.   
''Warning:'' Fast traveling or long resting more than once causes Nere to die.
 
After freeing him, the player can decide to kill him and his mercenaries to save the slave gnomes. The player may also complete the quest [[Blind the Absolute]] - convining [[Elder Brithvar]] to side against Nere, making the fight easier.  
 
Alternatively, you can betray Brithvar and convince Nere and the Absolute Cultists to turn on the mercenaries.   


It is also possible to lock yourself out of either of these options through dialogue choices prior to rescuing Nere, leading him to kill both the gnome slaves and [[Sergeant Thrinn]] immediately after he is freed from the rubble.  He will then demand that you help him kill the rest of the cultists and duergar mercenaries; this will make all NPCs except for Nere hostile during the battle.  
It is also possible to lock yourself out of either of these options through dialogue choices prior to rescuing Nere, leading him to kill both the gnome slaves and [[Sergeant Thrinn]] immediately after he is freed from the rubble.  He will then demand that you help him kill the rest of the cultists and duergar mercenaries; this will make all NPCs except for Nere hostile during the battle.  
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After defeating Nere, the player can remove his head to bring it to either [[Spaw]] or [[Glut]].  You can also remove his head if he dies off-screen, presumably from either a revolt or poisoning.  
After defeating Nere, the player can remove his head to bring it to either [[Spaw]] or [[Glut]].  You can also remove his head if he dies off-screen, presumably from either a revolt or poisoning.  


Regardless of his status, the player will receive a {{SmIconLink|Broken Moonlantern Icon.png|Broken Moonlantern}}, a precursor to a crucial item needed to travel through the [[Shadow-Cursed Lands]] in order to get to [[Moonrise Towers]]. Unfortunately there is no way to fix this lantern before going to the Moonrise Towers, rendering this item useless, as you will find a working moonlantern before you get a chance to fix this one.
Regardless of his status, the player will receive a {{SmIconLink|Broken Moonlantern Icon.png|Broken Moonlantern}}, a precursor to a crucial item needed to travel through the [[Shadow-Cursed Lands]] in order to get to [[Moonrise Towers]].
 
There is no way to fix this lantern before going to the Moonrise Towers, rendering this item useless, as you will find a working moonlantern before you get a chance to fix this one.


=== Act Two ===
If you manage to keep Nere alive in the Grymforge and loyal to the Absolute, he will appear briefly in Act 2 as a zombie servant to [[Balthazar]]
If you manage to keep Nere alive in the Grymforge and loyal to the Absolute, he will appear briefly in Act 2 as a zombie servant to [[Balthazar]]