Help Omeluum Investigate the Parasite: Difference between revisions

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'''Help Omeluum investigate the parasite''' is a sub-[[quest]] of [[Chapter One|Chapter One's]] main quest, [[Remove the Parasite]]. It can be initiated by speaking with [[Blurg]] and [[Omeluum]] at [[Ebonlake Grotto]] (the Myconid Colony), and informing them of the parasite.{{SpoilerWarning}}
[[File:Omeluum Quest.jpg|thumb|Omeluum hopes to aid the party in removing their parasite.]]
 
'''Help Omeluum Investigate the Parasite''' is a sub-[[quest]] of [[Act One|Act One's]] main quest, [[Find a Cure]]. It can be initiated by speaking with [[Blurg]] and [[Omeluum]] at [[Ebonlake Grotto]] (the Myconid Colony), and informing them of the parasite.
{{SpoilerWarning}}
:
==Objectives==
==Objectives==
*Let Omeluum examine the parasite.
<div class="toccolours mw-collapsible mw-collapsed">
**We mentioned the parasite to Blurg, a hobgoblin. His colleague, a mind flayer named Omeluum, offered to examine it. Perhaps it can cure us?
<div style="font-weight: bold; line-height: 1.6;">Let Omeluum examine the parasite.</div>
<div class="mw-collapsible-content">
*We mentioned the parasite to Blurg, a hobgoblin. His colleague, a mind flayer named Omeluum, offered to examine it. Perhaps it can cure us?
</div></div>


*Ask Omeluum how to negate the tadpole's magic.  
<div class="toccolours mw-collapsible mw-collapsed">
**The mind flayer couldn't extract the parasite, but offered us a way to negate the magic protecting it.
<div style="font-weight: bold; line-height: 1.6;">Ask Omeluum how to negate the tadpole's magic. </div>
<div class="mw-collapsible-content">
*The mind flayer couldn't extract the parasite, but offered us a way to negate the magic protecting it.
</div></div>


*Find the mushrooms Omeluum requested.
<div class="toccolours mw-collapsible mw-collapsed">
**To help us, Omeluum requires a Tongue of Madness mushroom and some Timmask Spores. We can find both at the mysterious tower nearby.
<div style="font-weight: bold; line-height: 1.6;">Find the mushrooms Omeluum requested.</div>
<div class="mw-collapsible-content">
*To help us, Omeluum requires a Tongue of Madness mushroom and some Timmask Spores. We can find both at the mysterious tower nearby.
* We found some Timmask Spores. We'll need to bring them back to Omeluum once we find the Tongue of Madness.
* We found the Tongue of Madness. We'll need to bring it back to Omeluum along with the Timmask Spores.
</div></div>


*Drink the potion Omeluum made for us.
<div class="toccolours mw-collapsible mw-collapsed">
**Before Omeluum can start the procedure, we'll need to drink the potion it made from the mushrooms we found.
<div style="font-weight: bold; line-height: 1.6;">Drink the potion Omeluum made for us.</div>
*Get the Ring of Mind Shielding from Omeluum.
<div class="mw-collapsible-content">
**The potion Omeluum gave us didn't work - it made the parasite even stronger. To calm it down, Omeluum is willing to trade us a ring of mind shielding.
*Before Omeluum can start the procedure, we'll need to drink the potion it made from the mushrooms we found.
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed">
<div style="font-weight: bold; line-height: 1.6;">Get the Ring of Mind Shielding from Omeluum.</div>
<div class="mw-collapsible-content">
*The potion Omeluum gave us didn't work - it made the parasite even stronger. To calm it down, Omeluum is willing to trade us a ring of mind shielding.
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed">
<div style="font-weight: bold; line-height: 1.6;">Quest Completed!</div>
<div class="mw-collapsible-content">
* We left the area before Omeluum could help. We'll need to find a cure somewhere else.
</div></div>


==Walkthrough==
==Walkthrough==
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.     
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.     


==Dealing with the Defenses==
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]].
[[File:Arcane Turret.jpg|thumb|An active Arcane Cannon. ]]
The tower is guarded by automated [[Arcane Cannon|Arcane Cannons]]. 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.  


As of the Early Access, automated defenses do not trigger a Turnbased combat encounter - rather, they will shoot and attack in real-time exploration mode as well. It is recommended that you consider turning on [[Turnbase Mode]] to make movement and controlling your party more manageable.
===Dealing with the defences===
[[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.  


In general, there are a few approaches to dealing with these the [[Arcane Cannon|Arcane Cannons]]:
Automated defences do not trigger a turn-based combat encounter - rather, they will shoot and attack in real-time exploration mode as well. It is recommended that you consider turning on turn-based mode to make movement and controlling your party more manageable. 


*'''Brute force''' - the cannons can be directly damaged and rendered inoperable. Take note of its resistances and <span style="color:#3366cc">Lightning</span> vulnerability.
In general, there are a few approaches to dealing with these the Arcane Cannons:
*'''Override''' - the cannons can be shut down once the player gains access to the basement and restores power.  
 
*'''Running by/Stealth''' - this is best done in Turnbase Mode as it'll allow the player to move cover-to-cover between turns.
*'''Brute force''' - the cannons can be directly damaged and rendered inoperable. Take note of its resistances and {{DamageColor|Lightning|Lightning}} vulnerability.
*'''Override''' - the cannons can be shut down once the player gains access to the 1st floor and restores power.
*'''Running by/Stealth''' - this is best done in turn-based mode as it'll allow the player to move cover-to-cover between turns.
*'''Anti-Magic''' - as the Arcane Cannons are magical constructs, being within the vicinity of the [[Anti-Magic]] effect of the [[Sussur Bloom]] will shut them down temporarily.
*'''Anti-Magic''' - as the Arcane Cannons are magical constructs, being within the vicinity of the [[Anti-Magic]] effect of the [[Sussur Bloom]] will shut them down temporarily.
**[[Sussur Bloom|Sussur Blooms]] can be found in the garden at the bottom of the [[Arcane Tower]], or at the Sussur Tree in [[Dread Hollow]].
**Sussur Blooms can be found in the garden at the bottom of the Arcane Tower, or at the Sussur Tree in [[Dread Hollow]].
**Attacking a Cannon while it's shut-down by the Anti-Magic field will destroy it, as opposed to "knocking it out".   
**Attacking a Cannon while it's shut-down by the Anti-Magic field will destroy it, as opposed to "knocking it out".   
Destroying the turrets will net you more experience overall - as each defeated tower nets 40 XP as of Patch 9 of the Early Access.  
Destroying the turrets will net you more experience overall - as each defeated tower nets 40 XP as of Patch 9 of the Early Access.  


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. ]]
In general, there are two formal/obvious ways to navigate the tower:
In general, there are two formal/obvious ways to navigate the tower:


* Platforming on the fungus growing on the South side of the tower (can access the 1st floor, basement exterior).
* Platforming on the fungus growing on the South side of the tower (can access the 2nd floor, and the exterior of the 1st).
* Restoring power and using the elevator (all floors).
* Restoring power and using the elevator (all floors).


If the player have access to flight (such as the [[Fly]] spell, or the [[Circle of the Moon|Circle of the Moon Druid's]] [[Wild Shape#Wild Shape: Dire Raven|Dire Raven form]]), they can completely bypass the need to restore the tower's power. However, this means they'll give up on 25 Experience and potentially [[Inspiration|Inspiration Points]] for the [[Guild Artisan]] background.  
If the player has access to flight (such as the [[Fly]] spell, or the [[Circle of the Moon|Circle of the Moon Druid's]] [[Wild Shape#Wild Shape: Dire Raven|Dire Raven form]]), they can completely bypass the need to restore the tower's power. However, this means they'll give up on 25 Experience and potentially [[Inspiration|inspiration points]] for the [[Guild Artisan]] background.  


To successfully finish the quest, the player only needs to visit 1st Floor (Greenhouse), which contains some [[Tongue of Madness]] mushroom and [[Timmask Spores]]. Once they have these, they can return to [[Omeluum]] to finish the quest. Everything else is strictly optional:
To successfully finish the quest, the player only needs to visit first floor (greenhouse), which contains some [[Tongue of Madness]] mushroom and [[Timmask Spores]]. Once they have these, they can return to [[Omeluum]] to finish the quest. Everything else is strictly optional:
{| class="wikitable"
|+Arcane Tower Layout
!Level
!How to Access
!Notable Elements
|-
|4th Floor (Roof)
|Can be reached by the '''elevator''' and/or '''flight'''.
|This level contains [[Bernard]], and the [[Guiding Light]] ring which is one method to visit the sub basement.
|-
|3rd Floor (Bedroom)
|Can be reached by the '''elevator''' and/or '''flight'''.
|Contains key elements that allows the player to converse with Bernard and other constructs peacefully.
|-
|2nd Floor (Main Entrance)
|Can be accessed by the '''Main Door'''. Or '''flight''' and '''elevator''' if approaching from another level.
|Contains the '''Chest of Mundane''' and 2x [[Arcane Cannon|Arcane Cannons]].
|-
|1st Floor (Greenhouse)
|Can be reached by the '''elevator, flight,''' or by '''jumping''' or '''teleporting''' on the mushrooms on the tower exterior.
|Contains the '''quest related items''' ([[Tongue of Madness]], [[Timmask Spores]]). If the player does not wish to explore the rest of the tower, they only have to visit this one floor.
|-
|Basement (Generator)
|The exterior Garden can be access by '''flight''', '''jumping''' or '''teleporting''' on outside the tower. The locked basement itself can be accessed by the '''Back Door''' or a '''Hole''' on the wall.
|Contains the generator that allows you to restore power to the tower.
|-
|Sub Basement (Secret Room)
|Can reach through elevator with the [[Guiding Light]] ring equipped, or by '''flying''' through a gap from the basement level. 
|Contains treasures - including the [[Staff of Arcane Blessing]], [[the Sparkswall]], and another set of the quest items ([[Tongue of Madness]], [[Timmask Spores]]).
|}


=== The Basement (Generator) and Activating the Tower ===
{{#lst:Arcane Tower|layout}}
To fully explore the tower, the player's goal would be to enter the locked basement level of the tower - as the generator used to restore power to the tower is located there. To access the basement, the player must first get to the bottom of 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.  


Without a working elevator, the player will have to use the fungus platforms growing on the Southern wall of the tower to jump their way down. It is a good idea to cast [[Feather Fall]] to prevent unnecessary fall damage. Alternatively, Flying or teleporting (via [[Misty Step]]) will also get the player down without issues.  
Without a working elevator, the player will have to use the fungus platforms growing on the Southern wall of the tower to jump their way down. It is a good idea to cast [[Feather Fall]] to prevent unnecessary fall damage. Alternatively, Flying or teleporting (via [[Misty Step]]) will also get the player down without issues.  


The basement is locked and one of the few areas that is not accessible directly by flight. There are two options to get in:
The ground floor is locked and one of the few areas that is not accessible directly by flight. There are two options to get in:
[[File:Combining the Sussur Bloom and Power Generator.jpg|alt=Using the Sussur Bloom to fuel the Power Generator through the Combine menu.|thumb|Using the Sussur Bloom to fuel the Power Generator through the Combine menu. ]]
* Through the Ornate Door leading in from the back yard, which can be unlocked with a DC15 Sleight of Hand check, or by breaking it down (24 [[Hit Points]], [[Sturdy]]).
* By accessing a hole on the south wall (it looks like a pipe). The player will need to first pass a [[Perception]] check, and then crawl through as a small creature (i.e. the [[Druid|Druid's]] [[Wild Shape|Cat Wildshape]] or a character shrunk by the [[Reduce]] spell).
 
To restore power to the tower - which will activate the elevator and deactivate the automated defences - the player will need to bring Sussur Blooms to the Power Generator. Sussur Blooms can be found at the Garden just outside the door, or from the tree at [[Dread Hollow]].
 
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) ====
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) ====
[[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.


* Through the Ornate Door in the back, which can be unlocked with a DC15 Sleight of Hand check, or by breaking it down (24 [[Hit Points]], [[Lesser Toughness]]).
Obtaining the Guiding Light requires visiting [[Bernard]] on the top floor of the tower. It can be looted from him, or he will place it on a nearby table after the player speaks the following commands to make Bernard passive, then grant the ring:
* By accessing a small hole on the South wall. The player will need to first pass a [[Perception]] check, and then crawl through as a small creature (i.e. the [[Druid|Druid's]] [[Wild Shape|Cat Wildshape]] or a character shrunk by the [[Reduce]] spell).


To restore power to the tower - which will activate the elevator and deactivate the automated defenses - the player will need to bring [[Sussur Bloom|Sussur Blooms]] to the Power Generator in the basement. [[Sussur Bloom|Sussur Blooms]] can be found at the Garden just outside the basement door, or from the tree at [[Dread Hollow]].  
* ''"Or art though friend, a rescue from my lonely wake?"'' - [[The Roads to Darkness]], found on the third floor bedroom.
* ''"How can I trust? How will I ever know? / How can I show myself, my darkest me?"'' - [[Threadbare Book]], found on the first floor greenhouse.


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.  
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.


===The 1st Floor (Greenhouse) ===
=== Returning to Omeluum ===
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. The other notable items on this floor is the '''Threadbare Book''' containing the following phrase: 
Once the player returns to Omeluum, it will brew the potion as promised, and attempts to extract the tadpole from the player.


* ''"How can I trust? How should I know? How can I show myself, my darkest me?"''
If the player passes a passive {{Ability check|Insight|10}}, 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.


This can provides additional options to interact with [[Bernard]] later on the roof.
The character that drinks the potion will automatically attempt a series of saving throws.


===The 2nd Floor (Main Entrance) ===
==== First saving throw ====
The main floor can be access directly through the front door of the tower. Exploring this floor is completely optional as the player can go straight to the 1st floor to complete the quest, or the basement to restore power.  
Constitution [[Saving throws|saving throw]] which, if failed, will inflict {{cond|Poisoned}} on the character for 10 rounds.{{note|This save doesn't show up in the in-game log, and its DC is unknown.{{verify}}}}


The primary benefit of exploring the main floor prior to restoring the power would be additional XP from the two still-active Arcane Cannons, and getting access to [[Mystra's Grace]] earlier. The latter can provide the party an additional casting of [[Feather Fall]] which can help them avoid some damage trying to access the basement. As the elevator inside is inactive, they will ultimately need to still find an alternative way to the lower levels.
==== Second saving throw ====


Opening the Main Door requires succeeding on a [[Difficulty Class]] 15 [[Sleight of Hand]] [[Skill Check|Check]]. Alternatively, the main door can also be broken down - it has [[Medium Toughness]] and 36 [[Hit Points]]. Opening this door prior to the restoration of power will lead to a confrontation with two [[Arcane Cannon|Arcane Cannons]]. Once they've been dealt with, you are free to roam and explore the main level of the Arcane Tower. 
Once Omeluum starts psionically probing, the tadpole will resist, and the character must choose whether to attempt a save, either with a {{Ability check|Intelligence|10}} or {{Ability check|Wisdom|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.


* The Southern balcony doesn't contain any notable items, but lets you access the exterior fungus platforms to the lower levels.  
==== Third saving throw ====
The character must finally attempt a second save, this time with a {{Ability check|Wisdom|15}} or {{Ability check|Intelligence|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 Northern balcony has the Chest of the Mundane.
==== Survival Instinct ====
** Approaching it will trigger an [[Arcana]] [[Skill Check|Check]]. If your character passes, they'll identify that the chest is in-fact magical, despite its name and mundane looking loot. Taking the items out from it will reveal they are two level 1 magical scrolls (randomized), and [[Mystra's Grace]]. Approaching the chest with the Sussur Bloom's Anti-Magic aura will also dispel the illusion and show the true loot inside the chest.  
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.}}


===The 3rd Floor (Bedroom) ===
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.
This floor can only be accessed by the restored elevator or by flying. (To be added).


===The 4th Floor (The Roof) ===
The player can either buy this ring or convince Omeluum to give it to them in several variants: by {{Ability check|Persuasion|15}} (a githyanki Tav will have an unique dialogue line for this option), {{Ability check|Intimidation|20}}, or proposing to describe the inner structure of a [[Nautiloid]]. The latter demands either an {{Ability check|Intelligence|10}} which has an [[Advantage]] if the player has read a relevant [[Rune Slate]] while being on the ship in the [[Prologue]], or a {{Ability check|Performance|10}}.


This floor can only be accessed by the restored elevator or by flying. Upon arriving onto the floor, a dialogue will trigger with [[Bernard]], who is standing guard by the elevator.  
=== Early Access ===
During ''Early Access'', the player's options included:
* Offer gold - i.e. trade for it just like any other merchant
* Trade their knowledge/experience of the Nautiloid - requires a DC 15 [[Intelligence]] or [[Performance]] Check.
* Intimidate Omeluum - requires succeeding a DC 20 [[Intimidation]] Check. Omeluum will not turn hostile in case of a failure.{{note|If the player has failed their previous saves during the extraction process, they can choose to leave the conversation and allow those effects to pass prior to attempting the skill checks to obtain the Ring of Psionic Protection. In Early Access, it seems that the player is free to try these checks to get the ring for free as many times as they want.}}


Bernard speaks strictly in poetry, with the scattered lines found throughout the Arcane Tower serving as various command phrases for him. In the first meeting, if the player has read '''The Roads of Darkness''' on the 3rd floor, they will have the option to respond in kind with ''"Or art though friend, a rescue from my lonely wake?"''. Responding in any other way will cause Bernard to immediately become hostile and attack.
== Quest rewards ==
* 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).
* Omeluum becomes a trader, with notable items like {{RarityItem|Pearl of Power Amulet}} and {{RarityItem|Creation's Echo}} in its inventory.


Afterwards, the player will have several options/commands they can use with Bernard, depending on what they've read. 
== Footnotes ==
{| class="wikitable"
{{notelist}}
!Line !!Action!!Required Book
|-
|''"Or art though friend, a rescue from my lonely wake?"''
|Bernard does not turn hostile during the first conversation.
|The Roads of Darkness (3rd Floor)
|-
| ''"How can I trust? How will I ever know? / How can I show myself, my darkest me?"''
|Bernard will place {{SmallIcon|Guiding Light Icon.png}} [[Guiding Light]] on a table.
|Threadbare Book (1st Floor)
|-
|''"These empty sheets are all that's left on you. / The last of all the thoughtless gifts you gave."''
|Bernard will give the player a [[Potion of Greater Healing]].
| Patched Parchment (table next to Bernard, 4th Floor)
|-
|''"There is a light in every living thing. / It's crawling t'wards the surface to survive."''
|Bernard and the nearby [[Animated Armour]]s become hostile and attack.
|Dusty Book (2nd Floor)
|-
|''"The silence stretches on - I'm all alone. / Please, can I hold your hands, for just a while?"''
|Bernard will hug the player and reassure them. It speaks as if the player is Lenore.
| Torn-out paper (3rd Floor)
|}
==Secret Sub-Basement==
This floor can only be accessed by the restored elevator or by flying. (To be added).


== Returning to Omeluum ==
{{NavQuests}}
Once the player returns to Omeluum, he will brew the potion as promised and attempts to extract the tadpole from the player. (To be added).
[[Category:Quests]]
[[Category:Main Quest]]

Latest revision as of 09:55, 7 May 2024

Help Omeluum Investigate the Parasite is a sub-quest of Act One's main quest, Find a Cure. It can be initiated by speaking with Blurg and Omeluum at Ebonlake Grotto (the Myconid Colony), and informing them of the parasite.

Omeluum hopes to aid the party in removing their parasite.

Objectives[edit | edit source]

Let Omeluum examine the parasite.
  • We mentioned the parasite to Blurg, a hobgoblin. His colleague, a mind flayer named Omeluum, offered to examine it. Perhaps it can cure us?
Ask Omeluum how to negate the tadpole's magic.
  • The mind flayer couldn't extract the parasite, but offered us a way to negate the magic protecting it.
Find the mushrooms Omeluum requested.
  • To help us, Omeluum requires a Tongue of Madness mushroom and some Timmask Spores. We can find both at the mysterious tower nearby.
  • We found some Timmask Spores. We'll need to bring them back to Omeluum once we find the Tongue of Madness.
  • We found the Tongue of Madness. We'll need to bring it back to Omeluum along with the Timmask Spores.
Drink the potion Omeluum made for us.
  • Before Omeluum can start the procedure, we'll need to drink the potion it made from the mushrooms we found.
Get the Ring of Mind Shielding from Omeluum.
  • The potion Omeluum gave us didn't work - it made the parasite even stronger. To calm it down, Omeluum is willing to trade us a ring of mind shielding.
Quest Completed!
  • We left the area before Omeluum could help. We'll need to find a cure somewhere else.

Walkthrough[edit | edit source]

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. 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.

Dealing with the defences[edit | edit source]

An active Arcane Cannon.

The tower is guarded by automated Arcane Cannons. 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.

Automated defences do not trigger a turn-based combat encounter - rather, they will shoot and attack in real-time exploration mode as well. It is recommended that you consider turning on turn-based mode to make movement and controlling your party more manageable.

In general, there are a few approaches to dealing with these the Arcane Cannons:

  • Brute force - the cannons can be directly damaged and rendered inoperable. Take note of its resistances and Lightning vulnerability.
  • Override - the cannons can be shut down once the player gains access to the 1st floor and restores power.
  • Running by/Stealth - this is best done in turn-based mode as it'll allow the player to move cover-to-cover between turns.
  • Anti-Magic - as the Arcane Cannons are magical constructs, being within the vicinity of the Anti-Magic effect of the Sussur Bloom will shut them down temporarily.
    • Sussur Blooms can be found in the garden at the bottom of the Arcane Tower, or at the Sussur Tree in Dread Hollow.
    • Attacking a Cannon while it's shut-down by the Anti-Magic field will destroy it, as opposed to "knocking it out".

Destroying the turrets will net you more experience overall - as each defeated tower nets 40 XP as of Patch 9 of the Early Access.

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[edit | edit source]

The fungus on the south wall serving as jumping platforms.

In general, there are two formal/obvious ways to navigate the tower:

  • Platforming on the fungus growing on the South side of the tower (can access the 2nd floor, and the exterior of the 1st).
  • Restoring power and using the elevator (all floors).

If the player has access to flight (such as the Fly spell, or the Circle of the Moon Druid's Dire Raven form), they can completely bypass the need to restore the tower's power. However, this means they'll give up on 25 Experience and potentially inspiration points for the Guild Artisan background.

To successfully finish the quest, the player only needs to visit first floor (greenhouse), which contains some Tongue of Madness mushroom and Timmask Spores. Once they have these, they can return to Omeluum to finish the quest. Everything else is strictly optional:


Arcane Tower layout
Level How to access Notable elements
Arcane_Tower_(Map)#(Ground_Floor)-0 Ground floor (Generator) The exterior Garden can be access by flight, jumping or teleporting on outside the tower. The locked 1st floor itself can be accessed by the Back Door or a Hole on the wall. Contains the generator that allows you to restore power to the tower. The elevator itself is located on a mezzanine, with the rest of the basement beneath it.
Arcane_Tower_(Map)#(1st_Floor)-0 1st Floor (Greenhouse) Can be reached by the elevator, flight, or by jumping or teleporting on the mushrooms on the tower exterior. Contains the quest related items (Tongue of Madness, Timmask Spores). If the party don't want to explore the rest of the tower, they only have to visit this one floor.
Arcane_Tower_(Map)#(2nd_Floor)-0 2nd Floor (Main Entrance) Can be accessed by the Main Door. Or flight and elevator if approaching from another level. Contains the Chest of Mundane ( Mystra's Grace + two Scrolls) and 2x Arcane Cannons.
Arcane_Tower_(Map)#(3rd_Floor)-0 3rd Floor (Bedroom) Can be reached by the elevator and/or flight. Contains key elements that allows the party to converse with Bernard and other constructs peacefully.
Arcane_Tower_(Map)#(4th_Floor)-0 4th Floor (Roof) Can be reached by the elevator and/or flight. This level contains Bernard, and the Guiding Light ring which is one method to visit the basement.
Arcane_Tower_(Map)#(Basement)-0 Basement (Secret Room) Can be reached by the elevator with the Guiding Light ring equipped, by flying or using Misty Step through a gap from the 1st level, by using Mage Hand to activate a lever under the staircase, by using a bow to activate the lever under the staircase through the staircase, or by activating the lever on the 4th floor hidden next to a bookshelf. Contains treasures - including the Staff of Arcane Blessing, the Sparkswall, and another set of the quest items (Tongue of Madness, Timmask Spores).

The ground floor (generator room) and activating the tower[edit | edit source]

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.

Without a working elevator, the player will have to use the fungus platforms growing on the Southern wall of the tower to jump their way down. It is a good idea to cast Feather Fall to prevent unnecessary fall damage. Alternatively, Flying or teleporting (via Misty Step) will also get the player down without issues.

The ground floor is locked and one of the few areas that is not accessible directly by flight. There are two options to get in:

Using the Sussur Bloom to fuel the Power Generator through the Combine menu.
Using the Sussur Bloom to fuel the Power Generator through the Combine menu.
  • Through the Ornate Door leading in from the back yard, which can be unlocked with a DC15 Sleight of Hand check, or by breaking it down (24 Hit Points, Sturdy).
  • By accessing a hole on the south wall (it looks like a pipe). The player will need to first pass a Perception check, and then crawl through as a small creature (i.e. the Druid's Cat Wildshape or a character shrunk by the Reduce spell).

To restore power to the tower - which will activate the elevator and deactivate the automated defences - the player will need to bring Sussur Blooms to the Power Generator. Sussur Blooms can be found at the Garden just outside the door, or from the tree at Dread Hollow.

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)[edit | edit source]

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)[edit | edit source]

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.

Obtaining the Guiding Light requires visiting Bernard on the top floor of the tower. It can be looted from him, or he will place it on a nearby table after the player speaks the following commands to make Bernard passive, then grant the ring:

  • "Or art though friend, a rescue from my lonely wake?" - The Roads to Darkness, found on the third floor bedroom.
  • "How can I trust? How will I ever know? / How can I show myself, my darkest me?" - Threadbare Book, found on the first floor greenhouse.

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[edit | edit source]

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 passive 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.

The character that drinks the potion will automatically attempt a series of saving throws.

First saving throw[edit | edit source]

Constitution saving throw which, if failed, will inflict Poisoned Poisoned on the character for 10 rounds.[note 1]

Second saving throw[edit | edit source]

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

Third saving throw[edit | edit source]

The character must finally attempt a second save, this time with a DC 15 Wisdom check or DC 15 Intelligence check. The character is Dazed for 5 turns if they fail this save, which gives them disadvantage on Wisdom and Intelligence checks.[note 2]

Survival Instinct[edit | edit source]

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 3]

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

The player can either buy this ring or convince Omeluum to give it to them in several variants: by DC 15 Persuasion check (a githyanki Tav will have an unique dialogue line for this option), DC 20 Intimidation check, or proposing to describe the inner structure of a Nautiloid. The latter demands either an DC 10 Intelligence check which has an Advantage if the player has read a relevant Rune Slate while being on the ship in the Prologue, or a DC 10 Performance check.

Early Access[edit | edit source]

During Early Access, the player's options included:

  • Offer gold - i.e. trade for it just like any other merchant
  • Trade their knowledge/experience of the Nautiloid - requires a DC 15 Intelligence or Performance Check.
  • Intimidate Omeluum - requires succeeding a DC 20 Intimidation Check. Omeluum will not turn hostile in case of a failure.[note 4]

Quest rewards[edit | edit source]

Footnotes[edit | edit source]

  1. This save doesn't show up in the in-game log, and its DC is unknown.[Needs Verification]
  2. This is different from the Dazed Dazed condition caused by attacks like the Pommel Strike weapon action.
  3. In the Early Access, the character instead gained the Repulsor Tadpole Power. At this point, the quest will be marked as complete.
  4. If the player has failed their previous saves during the extraction process, they can choose to leave the conversation and allow those effects to pass prior to attempting the skill checks to obtain the Ring of Psionic Protection. In Early Access, it seems that the player is free to try these checks to get the ring for free as many times as they want.