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Blind the Absolute
Blind the Absolute is a Quest in Act One of Baldur's Gate 3. It can be started by talking to Brithvar in Grymforge and convincing him to double-cross Nere.
Objectives[edit | edit source]
Objectives and journal entries may vary pending story decisions and outcomes.
Walkthrough[edit | edit source]
Elder Brithvar can be found near the room with the cave-in at X: -626 Y: 354, having a conversation with Stone Guard Kur. They are discussing how the gnomes will not be able to clear out the cave-in without explosives. One of the gnomes had recently run away with a barrel of explosives, which someone needs to track down to get Nere out.
If speaking with Brithvar, he is instantly suspicious of the party. He can smell the True Soul 'stink' on them. If the player character admits to being a True Soul, both Britvar and Kur become hostile. If denying being a True Soul, there is a chance to work with the duergar mutineers:
- [DECEPTION] You're imagining things. I would never bow to the Absolute (DC 10)
- [DECEPTION] I was a True Soul. That cult lied to me - now I want revenge. (DC 10)
- [DEEP GNOME] [DECEPTION] Use your head - can you imagine a deep gnome being picked as a True Soul? (DC 10
)
- [GITHYANKI] [DUERGAR] That 'stench' is just psionic resonance - a remnant of our ancestors' enslavement by illithids.
- [OATH OF VENGEANCE] [PERSUASION] What I am matters not. You seek retribution - I want to help. (DC 10)
- [WISDOM] Cast Detect Thoughts. (DC 11)
- That's not me you smell. You must still be catching Nere's scent. (if mind read)
If successful in convincing Brithvar that the party members are not cultists, he offers an opportunity for gold: freeing Nere, then taking him down and stealing his gold. The party would get a cut of the spoils. A successful DC 10 Persuasion check with "Sounds good. I expect half the spoils." gains an extra payout. Brithvar says that the party must deal with the Scrying Eye first, to prevent more True Souls come running when they realise what is happening. The party can also ask him for leads on getting Nere out, to which he refers them to the gnomes.
The party can wait for the scrying eye to patrol a more remote area to take it down.[1] There is a somewhat secluded spot near the stairs down from Brithvar that can work with a sneak attack. If the party is caught killing the scrying eye, a guard confronts the killer.[2] At this point, the guard can still be persuaded or deceived into standing down, otherwise the duergar become hostile.[3]
Failing to destroy the Scrying Eye has an effect on Nere's confrontation. If the eye was not destroyed, Nere has some idea of the duergar mutinists. In some instances, he orders the party to defeat the duergars to prove their loyalty, rather than killing the deep gnomes.
Notes[edit | edit source]
- ↑ The Scrying Eye has a particular patrol it follows, moving from inside the cave-in room, down the stairs, and to the dock area. It can begin following the party if they act suspiciously (i.e. hiding in front of the eye), but it quickly returns to its route.
- ↑ Despite having given the party the task of killing the Scrying Eye, if killing it within sight range of Elder Brithwar and Stone Guard Kur, they nevertheless accost the party for "murdering someone", forcing the party to make a skill check to avoid the entire area becoming hostile.
- ↑ This does not seem to be the case anymore as killing the eye in view of a duergar makes all surrounding duergar hostile with no chance for a skill check.[Needs Verification]