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(→‎Act One: Fleshed out Act 1 information)
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== Act One ==
== Act One ==
A group of enslaved [[Gnome|Deep Gnomes]] under the whip of [[Duergar]] is trying to get a True Soul out of rubble at the main room of the [[Grymforge]]. To save him, the gnomes tell you to go find [[Philomeen]], who has an explosive capable enough of destroying the cave-in.
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.


'''WARNING:''' Visiting the [[Campsite]] twice after discovering Nere is trapped will cause his death and the death of those who are trapped with him.
'''WARNING:''' Visiting the [[Campsite]] twice after discovering Nere is trapped will cause his death and the death of those who are trapped with him.


After freeing him, the player can decide to kill him and his mercenaries to save the slave gnomes. The player may convince [[Brithvar]] and his friend, the duergar at the entrance of the main room, to side against Nere, to make the fight easier. After defeating him, the player can remove his head to bring it to either [[Spaw]] or [[Glut]].  
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.  


Should the player decide to fight his mercenaries before freeing him, an option to convince him that the [[Absolute]] is a group of cultists will appear once freed.
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.
 
If you choose to defy Nere when he kills the gnome slaves, or when demands that you kill the other cultists, and you don't have a deal with Elder Brithvar, you will be forced to fight Nere and all of the duergar at the same time. 
 
Should the player decide to fight his mercenaries before freeing him, an option to convince him that the [[Absolute]] is a group of cultists will appear once freed.
 
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 crucial item 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 crucial item 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.
If you manage to keep Nere alive in the Grymforge, he will appear briefly in Act 2.


== Spells Known ==
== Spells Known ==