Confront the Elder Brain: Difference between revisions

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(→‎Atop the Netherbrain: +adding a bunch of info I gleaned from my recent attempt at this fight. -removing bit about "mirrored ability scores" in favor of just confirming that special entities are used, because I can verify that "The Snapping of Strings" bard-type thrall did not match the same ability scores of "Daisy", the custom Tav character I was using.)
(→‎The High Hall: +Clarifying the small note about Gale -- because it can end the quest prematurely, and that feels relevant to this specific page.)
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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 and then climb the stem, to get to the top of the Netherbrain. If Gale is in the party, it's noted that Gale could use the bomb to end the battle right away. Gale notices the hesitation before climbing the stem and asks what the plan is, and he can either be told the proposal or simply told it was nothing.
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 and then climb the stem, to get to the top of the Netherbrain.  
 
===Possible Gale Decision===
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."
 
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 ===