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Mind Flayer Colony
Access[edit | edit source]
This area is accessed by jumping down into a tower after the fight against Ketheric Thorm on the Moonrise Towers Rooftop. Upon arriving from the Moonrise Towers Rooftop, the party must destroy the membrane to move forward. The colony has many intellect devourers running around, which only become hostile, if a fight breaks out nearby.
While inside the Mind Flayer Colony, the party cannot fast-travel to a Waypoint or go to camp.
Points of interest[edit | edit source]
Morgue[edit | edit source]
The morgue is run by Chop, a strange bugbear who butchers humanoids to create new Intellect Devourers.
Us can be found imprisoned here if it was not killed on the Nautiloid. After talking to Us, the party can convince Chop to give a Morgue Cage Key with a successful DC 14 Persuasion check, DC 18 Intimidation check, or Illithid Wisdom. If freed, Us will reward the party with the item Summon Us.
If the party threatens to kill Chop, he will respond as though he wants the party to kill him. Despite this, attacking him will still make Chop and the surrounding intellect devourers (except for Us) hostile. Nonetheless, Chop will comment that he is "free at last" as he is killed. The intellect devourers outside of the morgue will remain neutral.
There is also a mechanical device called Touch, which controls the pipe that transports corpses. Upon the first interaction, the pipe drops a corpse.
Necrotic laboratory[edit | edit source]
Balthazar's Necrotic Laboratory can be found in the south-east of the map, at X: 715 Y: -49. Upon entering the area, a battle with a large number of undead commences, including: 1× Death Shepherd, 4× Winged Horror, 4× Greater Zombie, and 6× Zombie.
Further southeast is a Brain Mapping Puzzle, consisting of four mental faculties (Emotion, Speech, Memory, and Reason). To solve this puzzle, each mental faculty must be connected to its identical matching faculty on the far side of the puzzle by selecting intervening nodes. Successfully solving the puzzle grants the Inspirational Event Brain Blast! (Sage) and access to the Blade of Oppressed Souls and the Waking Mind. Beside the Waking Mind is a skeletonX: 750 Y: -138 with the Circlet of Mental Anguish and Braindrain Gloves.
The Mind-Archive Interface at X: 699 Y: -117 allows to talk to the brain jars found scattered across the area.
- The Waking Mind found behind the brain mapping puzzle can grant a permanent buff: Githzerai Mind Barrier.
- The True Mind, Willing Mind, Butchered Mind, Closed Mind and Fresh Mind brain jars elsewhere in the Colony, as well as the Dark Mind and Slave Mind brain jars from the Nautiloid, will only give dialogue.
Mol's Eyepatch and a Prayer for Forgiveness shedding some light on The Dark Urge can be found on a table near the mind-archive interface.
Tadpoling centre[edit | edit source]
The Tadpoling Centre is a roughly-round room filled with Mind Flayer Pods; some contain non-hostile humanoid characters, including Zevlor ( quest), while others contain Mind Flayers. A Neural Apparatus at X: 689 Y: 17 gives the party a choice between purging all of the pods (illithid and humanoid alike) and opening them all.
If choosing to purge the pods, Zevlor and all the other characters in the pods die; if opening the pods, the party must fight several mind flayers and intellect devourers (though the newly-freed characters fight alongside the party, providing significant aid.)
Zevlor and the other survivors can potentially turn hostile if they are damaged by the party, including via spell AOE effects such as Cloud of Daggers or Flame Wall.
In the next area (Brine pools room), Mizora is stuck in a pod. The party may free her in order to advance , Wyll's companion quest.
Mizora's pod has its own controls. The left is "annihilate," the right is "unleash", each requires DC 10 Arcana check to decipher its function. If freeing Mizora and Wyll being in the party, the cambion may reward them ( DC 14 Persuasion check required), giving Wyll the Infernal Rapier. Killing Mizora via the "annihilate" button results in Wyll's death as well.
Interacting with the brine pool near Mizora ( DC 16 Perception check) yields a Mind Flayer Parasite Specimen.
Barracks[edit | edit source]
In the north-eastern corner of the colony are the barracks, where the party can meet Kressa Bonedaughter and her Skull Lashers. After brief dialogue, it is possible to fight against Kressa or convince her to stand down with a successful DC 21 Deception check. If friendly, Kressa can be persuaded ( DC 18 Persuasion check) to grant her blessing, , to each party member that speaks to her. Only one check is needed for the whole party.
Kressa recognises The Dark Urge, if present and undisguised, and recalls the time spent under her care in the colony. This conversation inevitably leads to combat.
In the chambers are also several notes in the area that can shed light on The Dark Urge.
Advance to Ketheric Thorm[edit | edit source]
To complete Restoration Pod to the right of the lift to receive the benefits of a Long Rest.
, the party must head to the lift in the eastern part of the Mind Flayer Colony. Before descending down the lift the party can use theA cutscene is triggered, wherein the party can watch Ketheric Thorm, Enver Gortash and Orin the Red, learn of their plans, and see the Netherbrain, thus discovering the true identity of the Absolute. If Gale is in the party, there is the option to allow him to explode the Netherese Orb; this kills the Netherbrain, all three Chosen, and the whole party, resulting in a very early endgame. If this action is not taken and the party remains unexploded, the cutscene continues with the Elder Brain infecting Duke Ravengard with a Tadpole, before the Chosen of the Dead Three unleash their assault on Baldur's Gate.
Fight with Ketheric[edit | edit source]
If passing multiple and / or checks both atop Moonrise Towers and in the Mind Flayer Colony, Ketheric Thorm can be asked to repent. Then the first half of his fight in the Mind Flayer Colony is skipped as Ketheric gives himself to Myrkul.
Otherwise, when the second fight with Ketheric starts, Ketheric begins by calling on Myrkul for aid. Ketheric remains invulnerable as long as he has the Dame Aylin captured. The party's initial goal is to free the Aylin with the Help action, as she is trapped inside a soul cage by Ketheric.
After the battle there are a series of cutscenes. The party is teleported back to Moonrise Towers ground floor, where they can speak with some of the characters met in the Shadow-Cursed Lands before heading west to Baldur's Gate. It is also possible to travel to the Last Light Inn and talk with the remaining characters there.
Notable characters[edit | edit source]
- Balthazar (conditional)
- Chop
- Enver Gortash
- Ketheric Thorm
- Kressa Bonedaughter
- Mizora
- Orin the Red
- Shuurga
- Us
- Yeva
- Zevlor
Related quests[edit | edit source]
Notable loot[edit | edit source]
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
Quest items[edit | edit source]
- Mol's Eyepatch - in the necrotic laboratory at X: 693 Y: -111, advances Find Mol
Quest rewards[edit | edit source]
- Infernal Rapier - Given by Mizora
- Ketheric's Netherstone - Looted from Ketheric Thorm
- Ketheric's Shield - Looted from Ketheric Thorm
- Ketheric's Warhammer - Looted from Ketheric Thorm
- Reaper's Embrace - Looted from Ketheric Thorm
Other[edit | edit source]
- Blade of Oppressed Souls - Found in the Necrotic Laboratory after solving the brain puzzle
- Braindrain Gloves - Can be looted from a skeleton near Necrotic Laboratory X: 748 Y: -141
- Circlet of Mental Anguish - Can be looted from a skeleton in the Necrotic Laboratory X: 748 Y: -141
- Myrkulite Scourge - Looted from Kressa Bonedaughter
- Summon Us - Given by Us
- Resonance Stone - Found in Balthazar's necrotic laboratory
- Waking Mind - Found in the Necrotic Laboratory after solving the brain puzzle
See also[edit | edit source]
Notes[edit | edit source]
- It's possible to overhear Chop from the Oubliette, suggesting that the Morgue and Oubliette share a wall. However, the Mind Flayer Colony cannot be accessed until the end of Act Two, and the player character will note aloud that there's no way through.