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{{SpoilerWarning}}[[File:Confront the Elder Brain Quest.jpg|thumb|The Elder Brain is the ultimate opponent, and the one way to escape the tadpoles.]]
[[File:Confront the Elder Brain Quest.jpg|thumb|The Elder Brain is the ultimate opponent, and the one way to escape the tadpoles.]]
'''Confront the Elder Brain''' is a [[quest]] in [[Act Three]] of Baldur's Gate 3.
'''Confront the Elder Brain''' is a [[quest]] in [[Act Three]] of Baldur's Gate 3.


==Objectives==
==Objectives==
{{clear}}
<div class="toccolours mw-collapsible mw-collapsed">
<div class="toccolours mw-collapsible mw-collapsed">
<div style="font-weight: bold; line-height: 1.6;">Follow the Chosen to Baldur's Gate.</div>
<div style="font-weight: bold; line-height: 1.6;">Follow the Chosen to Baldur's Gate.</div>
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
* We can thwart the Chosen of the Dead Three by taking control of the elder brain - but will we use that control to liberate or to conquer? ** * Whatever the answer, it lies in Baldur's Gate.
* We can thwart the Chosen of the Dead Three by taking control of the elder brain - but will we use that control to liberate or to conquer?  
* Whatever the answer, it lies in Baldur's Gate.
</div></div>
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
<div class="toccolours mw-collapsible mw-collapsed" style="border-top: none;">
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[[File:Netherbrain.webm|gif|350px|thumb|The reveal]]Confront the Elder Brain is acquired at the end of [[Act Two]], after the Chosen Three are revealed to be controlling the Elder Brain as part of their plot to take over Baldur's Gate. However, the quest cannot be meaningfully progressed until [[Get Gortash's Netherstone]] and [[Get Orin's Netherstone]] have successfully been completed. Orin must be defeated and Gortash must either be defeated or his bargain accepted as part of [[Consider Gortash's Bargain]]. Defeating both Orin and Gortash causes a vision of the Elder Brain in the [[Morphic Pool]] beneath the city. If Gortash is allied with, then he reveals the Elder Brain's location and tells the party to use the boat under the city to meet him there.
[[File:Netherbrain.webm|gif|350px|thumb|The reveal]]Confront the Elder Brain is acquired at the end of [[Act Two]], after the Chosen Three are revealed to be controlling the Elder Brain as part of their plot to take over Baldur's Gate. However, the quest cannot be meaningfully progressed until [[Get Gortash's Netherstone]] and [[Get Orin's Netherstone]] have successfully been completed. Orin must be defeated and Gortash must either be defeated or his bargain accepted as part of [[Consider Gortash's Bargain]]. Defeating both Orin and Gortash causes a vision of the Elder Brain in the [[Morphic Pool]] beneath the city. If Gortash is allied with, then he reveals the Elder Brain's location and tells the party to use the boat under the city to meet him there.


The Morphic Pool Dock is north of the Temple of Bhaal waypoint. Approaching the dock before obtaining all three Netherstones results in a swarm of cranium rats attacking.  
The Morphic Pool Dock is north of the Temple of Bhaal waypoint. Approaching the dock before obtaining all three Netherstones results in a swarm of [[Cranium Rat|cranium rats]] attacking.  


'''Note that going on the boat to the Morphic Pool is the start of the endgame.''' After this, it is ''not'' possible to long rest or visit camp. Plan accordingly and choose the desired companions for the final battles.
'''Important:''' Boarding the boat to the Morphic Pool is a '''point of no return and the start of the endgame'''. After this, it is ''not'' possible to long rest or visit camp. Plan accordingly and choose the desired companions for the final battles.


=== The Morphic Pool ===
=== The Morphic Pool ===
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* Bow before the glory of the Netherbrain. Submit to domination.
* Bow before the glory of the Netherbrain. Submit to domination.


One final, near impossible check remains. The result of the check is inconsequential, as the Netherbrain is too powerful.
One final, near impossible check remains. While a critical success will weaken the Netherbrain for the final fight, in the short term the result is inconsequential, as the Netherbrain is too powerful.
* [STRENGTH] DOMINATE THE BRAIN (DC 99)
* [STRENGTH] DOMINATE THE BRAIN (DC 99)
* [DEXTERITY] DOMINATE THE BRAIN (DC 99)
* [DEXTERITY] DOMINATE THE BRAIN (DC 99)
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* Give up. Allow the brain to dominate you.
* Give up. Allow the brain to dominate you.


Regardless of what the party does, the brain is simply too powerful, and the Emperor steps in to save them by bringing everyone inside the Astral Prism.
Regardless of what the party does, the brain is simply too powerful, and the party is knocked unconscious. The Emperor steps in to save them by bringing everyone inside the Astral Prism.


the Emperor states that only an illithid can hope to take down the Netherbrain in its current form and that the illithid must consume the power of Prince Orpheus in order to succeed. As an illithid, the Emperor says he can do this, and asks the Netherstones be relinquished to him.
=== The Astral Prism ===
The party awakens in the Astral Prism having benefited from a Long Rest and '''losing all Elixirs and "Until Long Rest" duration buffs they may have had.'''
 
The Emperor states that only an illithid can hope to take down the Netherbrain in its current form and that the illithid must consume the power of Prince Orpheus in order to succeed. As an illithid, the Emperor says he can do this, and asks the Netherstones be relinquished to him.


If the party rejects the Emperor's proposition, he states that he has no other choice but to reassimilate with the Netherbrain, and leaves the party in the Astral Realm. This can be done by selecting "I don't believe a word you just said" followed by "I will never trust you", or by asserting the intent to free Orpheus if the party possesses the Orphic Hammer. Afterwards, if the party has the Orphic Hammer, they can equip it and attack the crystals binding Orpheus.
If the party rejects the Emperor's proposition, he states that he has no other choice but to reassimilate with the Netherbrain, and leaves the party in the Astral Realm. This can be done by selecting "I don't believe a word you just said" followed by "I will never trust you", or by asserting the intent to free Orpheus if the party possesses the Orphic Hammer. Afterwards, if the party has the Orphic Hammer, they can equip it and attack the crystals binding Orpheus.


There is also the possibility of the party not retrieving the Orphic Hammer and spurning the Emperor. In this case, Raphael appears within the Astral Prism. He has front row seats to the final hour, and now he's come with the sole salvation of Faerun. There are no more deals: only master and vassal. Sign a contract for the Orphic Hammer in exchange for the Crown of Karsus, or the world ends. Failing to uphold the bargain means the party's souls are forfeit. Refusing to sign turns the party into mind flayers who assimilate into the Netherbrain, causing a game over. The party is forced to [[Fulfill the Deal]].
There is also the possibility of the party not retrieving the Orphic Hammer and spurning the Emperor. In this case, Raphael appears within the Astral Prism. He has front row seats to the final hour, and now he's come with the sole salvation of Faerun. There are no more deals: only master and vassal. Sign a contract for the Orphic Hammer in exchange for the Crown of Karsus, or the world ends. Failing to uphold the bargain means the party's souls are forfeit. Refusing to sign turns the party into mind flayers who assimilate into the Netherbrain, causing a game over. The party is forced to [[Fulfill the Deal]].
If the party made a deal with Raphael and forgot to bring the Orphic Hammer, the cambion will appear to deliver to them the hammer they negligently misplaced. If Raphael is dead and the hammer forgotten, the party transforms into mind flayers.


Once Orpheus is freed, he confronts the party on their choices, saying the party should have let his honor guard kill them so they could have avoided this whole situation. He also confronts the party if they stole the Githyanki egg in Steal a Githyanki Egg. However, he agrees to stand down and works with the party. He states that the Emperor was correct and an illithid is necessary to take down the Netherbrain. Either a party member can make the sacrifice, or Orpheus will if everyone refuses.
Once Orpheus is freed, he confronts the party on their choices, saying the party should have let his honor guard kill them so they could have avoided this whole situation. He also confronts the party if they stole the Githyanki egg in Steal a Githyanki Egg. However, he agrees to stand down and works with the party. He states that the Emperor was correct and an illithid is necessary to take down the Netherbrain. Either a party member can make the sacrifice, or Orpheus will if everyone refuses.


Otherwise, the party can choose to work with the Emperor. The Emperor can be given the Netherstones and he assimilates Orpheus by devouring his brain. Another possibility is for Karlach to volunteer to become an illithid, as she is dying from her infernal engine anyways. The player character can also volunteer to become illithid. Whoever becomes illithid can wield the stones.
Otherwise, the party can choose to work with the Emperor. The Emperor can be given the Netherstones and he assimilates Orpheus by devouring his brain. Another possibility is for Karlach to volunteer to become an illithid, as she is dying from her infernal engine anyway. The player character can also volunteer to become illithid. Whoever becomes illithid can wield the stones.


Regardless of who is allied with, Orpheus/the Emperor joins the party as a temporary companion and opens up a portal to the [[High Hall]]. The final battle to defeat the brain has begun.
Regardless of who is allied with, Orpheus/the Emperor joins the party as a temporary companion and opens up a portal to the [[High Hall]]. The final battle to defeat the brain has begun.


=== The High Hall ===
=== Upper City ===
[[File:Upper City Invasion.webp|thumb|left|The Invasion|200px]]
[[File:Upper City Invasion.webp|thumb|left|The Invasion|200px]]
[[File:Upper City Invasion2.webp|thumb|left|The ruins|200px]]
[[File:Upper City Invasion2.webp|thumb|left|The ruins|200px]]
[[File:High Hall Quest.jpg|thumb|Map of the High Hall]]
[[File:High Hall Quest.jpg|thumb|Map of the High Hall]]
The party returns to Baldur's Gate to find it in shambles. The entire city is a battle between the Nautiloids and an army of Red Dragons.
[[Kith'rak Voss]] will teleport in with a group of githyanki to confront the party. If Orpheus was freed, he will offer his aid freely. If The Emperor consumed Orpheus, he will be angry; a {{Ability check|Persuasion|30}} or {{Ability check|Deception|30}} will make him stand down and begrudgingly lend his aid; otherwise, he will attack.
Moving forward, the party finds a building where all of their allies are gathered, along with a Flaming Fist named [[Beorn Wunterbrood]]. The individuals that appear are based on who was successfully recruited as part of [[Gather Your Allies]]. These allies grant a new action - Call Forth Allies - that can summon reinforcements or utilize powerful AoE attacks.
==== Courtyard ====
Upon approaching the courtyard, the party will come across [[Watchman Gyordi|Watchmen Gyordi]], [[Watchman Goodge|Goodge]], [[Watchman Fry|Fry]], and [[Watchman Ebber|Ebber]] running away. A passive {{Ability check|Insight|20}} followed by a dialogue option with a {{Ability check|Persuasion, Intimidation, Deception, Strength|20}} will convince them to stand and fight, joining you as allies for the courtyard battle only. On Explorer and Balanced difficulty only, there is also a single-use restoration pod that gives the benefits of a Long Rest.
Entering the courtyard leads to an all-out battle against various Absolutist cultists, [[goblin]]s, [[Mind flayers]], [[Illithid Arcanist]]s, [[Winged Horror]]s, [[Intellect Devourer]]s, an [[ogre]], and a [[Spectator]].
It is possible to bypass this battle by avoiding entering through the main entrance, and approaching the High Hall from the northern or southern routes with stealth and invisibility.
==== Upper City Sewers ====
[[File:Upper City Sewers.jpg|thumb|Map of the Upper City Sewers]]
[[File:Upper City Sewers.jpg|thumb|Map of the Upper City Sewers]]
The party returns to Baldur's Gate to find it in shambles. The entire city is a battle between the Nautiloids and an army of Red Dragons. Moving forward, the party finds a building where all of their allies are gathered, along with a Flaming Fist named [[Beorn Wunterbrood]]. The individuals that appear are based on who was successfully recruited as part of [[Gather Your Allies]]. These allies grant a new action - Call Forth Allies - that can summon various allies to the field or utilize powerful AoE attacks.


Before entering the courtyard, the party can potentially encounter a few mindflayers if they move eastward. There is also a restoration pod right near the gate to the courtyard. (not if played on tactician) Entering the courtyard leads to an all-out assault of Absolutist cultists, goblins, an Ogre, a Spectator, and several Mind Flayers. Note, it is possible to bypass this battle by avoiding entering through the main entrance, and approaching the High Hall from the northern or southern routes with stealth and invisibility.
Instead of the courtyard, the party can take a hidden route through Upper City Sewers. This route features few goblins, a mind flayer, Absolute cultists, [[Necromite]]s, and a [[Death Knight]] named [[Stalker Svignee]].
 
==== The High Hall ====
 
After fighting or sneaking their way through the courtyard or the sewers, the party enters the High Hall proper.
 
The hall contains Intellect Devourers, Mind Flayers, and Banite and Bhaalist cultists. A [[Nautiloid_(Creature)|Nautiloid]] pulls up and bombards areas and summons Mind Flayer and Intellect Devourer reinforcements every turn.


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.
There are two paths to the top. The left path has a {{cond|Medium Toughness}} door that must be broken down or lockpicked. The right path has a high wall that most characters will not be able to jump up, but a nearby statue that can be pushed over (with a Strength check) to provide a foothold.


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.  
At the very top is a door to stem of the Netherbrain. Approaching the stem ''with any character'' causes a cutscene that destroys the Nautiloid and ends the fight, and teleports the entire party to this location. On Explorer and Balanced difficulty only, there is another restoration pod. Regardless, the way forward is to climb the Netherbrain.


===Possible Gale Decision===
===Possible Gale Decision===
[[File:CTNB Quest Ending Gale Alone vs Brain Stem.jpg|350px|thumb|''"Though our time together will be exceptionally brief. Farewell, and happy landing."'']] 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."
[[File:CTNB Quest Ending Gale Alone vs Brain Stem.jpg|350px|thumb|''"Though our time together will be exceptionally brief. Farewell, and happy landing."'']] Depending on the choices made prior to crossing the "point of no return" and if [[Gale]] is in the party, interacting with the Brain Stem can trigger a short conversation between him and the player character. It is now possible to let Gale climb the Brain Stem alone and use his orb to destroy the Netherbrain. If that happens then all of the fights described in the rest of this article '''are completely avoided.''' After a cutscene with Gale activiating the orb, the party will get directly to the endings and after that to the epilogue of the game.


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.'''
=== Atop the Netherbrain ===
The Netherbrain is guarded by four [[Illithid Arcanist|Illithid Arcanists]] and a [[Dominated Red Dragon]]. There are also sixteen [[Tentacle]] enemies hidden under the brain's surface that will appear if an allied character travels within 3m/10ft of them.  


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.
The party will also face additional enemies that vary depending on whether the party chose to side with Orpheus or the Emperor:


=== Atop the Netherbrain ===
* If Orpheus was sided with, the Emperor appears on top of the Netherbrain to stop the party. The Emperor conjures four [[Dream Guardian|Dream Guardians]] to fight alongside him, stating that he knows the party's every weakness.
If Orpheus was sided with rather than the Emperor, the Emperor appears on top of the Netherbrain to stop the party. The Emperor conjures up several Dream Visitors to fight alongside him, stating he knows the party's every weakness. He is joined by several Mind Flayer Arcanists and an enthralled Red Dragon.  


If the Emperor was sided with instead of Orpheus, the Netherbrain itself spawns several powerful thralls to join the Dominated Red Dragon and [[Illithid Arcanist]]s. The specific thrall enemies summoned by the Netherbrain depend on the classes of the current party members.<ref>The ability scores of these thrall enemies seem to be affixed to the specific entity, and set up in a way that is mostly favorable for the abilities of the specific ''class'' of that enemy, such as [[Rage Queller]] the Barbarian equivalent having a high Strength score.</ref>
* If the Emperor was sided with, the Netherbrain itself spawns four [[Countermeasure|Countermeasures]], powerful Aberrations that are designed to counter specific classes. The Countermeasures summoned depend on the classes of the current party members.


The physical structures of the "Atop the Netherbrain" map area allow for multiple "safe" paths across the brain matter, including two visible paths along the "ridges" of the Crown to the east and west. Staying on these paths will prevent additional Tentacle entities from appearing and attacking the party.
The physical structures of the "Atop the Netherbrain" map area allow for multiple "safe" paths across the brain matter, including two visible paths along the "ridges" of the Crown to the east and west. Staying on these paths will prevent [[Tentacle]] enemies from appearing and attacking the party.


From the start of this fight, a counter is issued for 4 turns, after which a Nautiloid ship will arrive and begin using the same "targeting" abilities as seen during the players' ascent in the High Hall.<ref>At time of writing, the turn counter UI element may display as having five "sections" around its circle, with one section depleted, but still otherwise functions as only allowing up to 4 turns. It's basically impossible for a regular player to confirm if this UI element behavior is a "bug", or if it had to be implemented this way for another reason.</ref>
At the start of this fight, a counter is issued for 4 turns, after which a [[Nautiloid_(Creature)|Nautiloid]] ship will arrive and begin using the same "targeting" bombardment seen during the partys' ascent in the High Hall.<ref>At time of writing, the turn counter UI element may display as having five "sections" around its circle, with one section depleted, but still otherwise functions as only allowing up to 4 turns. It's basically impossible to confirm if this UI element behavior is a "bug", or if it had to be implemented this way for another reason.</ref>


The illithid party member that is "holding" the Netherstones needs to travel close enough to the Crown of Karsus, and then perform Karsus' Compulsion for several turns. The party member ''can'' be attacked, possibly interrupted, and even killed while attempting to cast this spell. If a character casting Karsus' Compulsion is killed, no other party members will be allowed to cast the spell in their place, but once the character is resurrected they will be allowed to try casting Karsus Compulsion again, at their next available opportunity.<ref>Players should be aware that, when a character is resurrected, even if they are "the" illithid party member for this fight, they will still have the usual effects of being resurrected while in-combat, and it may be multiple turns before they are capable of taking actions again.</ref>
Only an illithid party member that is "holding" the Netherstones can cast [[Karsus' Compulsion]]. To do this, the illithid party member needs to move close enough to the Crown of Karsus, and then cast Karsus' Compulsion for several turns. The party member can be attacked, possibly interrupted, and even killed while attempting to cast this spell. As no other party members can cast the spell in their place, the killed illithid party member must resurrected to try casting [[Karsus' Compulsion]] again, at the next available opportunity.<ref> The resurrected illithid party member will still have the usual effects of being resurrected while in combat, and there may be multiple turns before they are capable of taking actions again.</ref>


Successfully casting Karsus' Compulsion opens up a portal to the "Mind of the Netherbrain" area, where a physical manifestation of the brain can be attacked. Killing the brain before the turn limit allows the brain to be defeated, once and for all.
Successfully casting [[Karsus' Compulsion]] opens up a portal to the "Mind of the Netherbrain" area, where a physical manifestation of the Netherbrain can be attacked. Killing it before the turn limit, leads to defeat the Netherbrain, once and for all.


===Mind of the Netherbrain===
===Mind of the Netherbrain===
This area contains a number of loosely connected floating platforms that are ''breakable'' if they take enough damage, though they appear to be immune to multiple specific damage types. Once a platform is destroyed, any entities that were on the surface are instantly killed and cannot be resurrected during the fight (Death in this manner does not, however, cause the character to have a different "ending" upon winning the fight, if applicable).
This area contains a number of loosely connected floating platforms that are ''breakable''.  Periodically, a small group of platforms will be marked for destruction, and their outlines will turn pink. Once a platform is destroyed, any entities that were on the surface are instantly killed and cannot be resurrected during the fight. If winning the fight, then every party member who is killed here or in the "Atop the Netherbrain" area will be resurrected after the fight.


When at least one character successfully passes through the portal, the initiative order will introduce an entity representing the Netherbrain into the turn order.<ref>If Examined, the full name of the Netherbrain's entity is revealed to be "The Unbreakable Will of the Netherbrain", but in the Combat Log and Initiative Order this entity is still labelled as "The Netherbrain."</ref>   
When at least one character successfully passes through the portal, the initiative order will introduce an entity representing the Netherbrain into the turn order.<ref>If Examined, the full name of the Netherbrain's entity is revealed to be "The Unbreakable Will of the Netherbrain", but in the Combat Log and Initiative Order this entity is still labelled as "The Netherbrain."</ref>   


To reach "The Mind of The Netherbrain" after this trigger occurs, ''each individual character and summoned creature'' under the players' control must directly interact with the portal to be brought through, or else they will remain in the "Atop the Netherbrain" area.
To reach "The Mind of The Netherbrain" area after this trigger occurs, ''each individual party member and summoned creature'' must directly interact with the portal to be brought through, or else they will remain in the "Atop the Netherbrain" area.


Upon successfully interacting with the portal, the character will appear somewhere inside "The Mind of the Netherbrain", on one of the aforementioned breakable platforms (out of the rough "half-ring" grouping of platforms that is farthest away from the Netherbrain). Once all party members are ''either'' inside the "Mind of the Netherbrain" area, or have ''died'' while still in the "Atop the Netherbrain" area, the turn order will truncate down to include just the entities present inside the "Mind of the Netherbrain."
Upon successfully interacting with the portal, the party member will appear somewhere inside "The Mind of the Netherbrain", on one of the aforementioned breakable platforms (out of the rough "half-ring" grouping of platforms that is farthest away from the Netherbrain). Once all party members are ''either'' inside the "Mind of the Netherbrain" area, or have been killed while still in the "Atop the Netherbrain" area, the turn order will truncate down to include just the entities present inside the "Mind of the Netherbrain" area.


===The Unbreakable Will of the Netherbrain===
===The Unbreakable Will of the Netherbrain===
When the Netherbrain is added into the turn order, a new counter will appear, overwriting the state of the prior timer. If the players do not successfully kill the Netherbrain entity within the alotted turns, a Game Over screen will occur.
When the Netherbrain is added into the turn order, a new counter will appear, overwriting the state of the prior timer. If the Netherbrain entity is not killed within the allotted turns, a Game Over screen will occur.
 
If the final DC 99 check at the Morphic Pool to "DOMINATE THE BRAIN" was passed with a critical success, the Netherbrain will start with the [[Against All Odds (Condition)|Against All Odds]] debuff, lowering its HP by 20%.


At the start of each of the Netherbrains' turns, it may attempt to cast a spell called "Orb of Negation" which summons an entity of that name with an aura condition attached to it, and adds the orb entity into the turn order. When the turn of an orb entity arrives, any platforms or characters afflicted with the orbs' condition '''will die''' (or in the case of the Platforms, destroyed).
At the start of each of the Netherbrains' turns, it may attempt to cast a spell called [[Orb of Negation]] which summons an entity of that name with an aura condition attached to it, and adds the orb entity into the turn order. When the turn of an orb entity arrives, any platforms afflicted with the orbs' condition be destroyed. The party members and summons on the platforms will be killed.


The first time within each round that the Netherbrain takes damage from another character, it may attempt to cast an ability called [[Retributive Brainquake]], which deals 10-60 damage (minimum of 5 damage if an unspecified save is passed) to all characters who are within 30m of the Netherbrain.
The first time within each round that the Netherbrain takes damage from another character, it may attempt to cast an ability called [[Retributive Brainquake]], which deals 10-60 damage (minimum of 5 damage if an unspecified save is passed) to all characters who are within 30m of the Netherbrain.


When the Netherbrain reaches 0 hit points -- '''Congratulations''' - the Netherbrain has now been defeated, and a Conversation will trigger allowing the player to make their final choices and play through the closing interactions of the game.
When the Netherbrain reaches 0 hit points it is defeated and a conversation will trigger allowing the party to choose what to do with the defeated Netherbrain.


===Final Choice===
===Final Choice===
After the Netherbrain has been defeated, the choice must be made to either [[Control the Elder Brain]] or [[Destroy the Elder Brain]]. Regardless of the choice, this is the end of the game.
After the Netherbrain has been defeated, the choice must be made to either [[Control the Elder Brain]] or [[Destroy the Elder Brain]]. Regardless of the choice, this leads to the endings and after that to the epilogue of the game.


== Allies in the Final Fight ==
== Allies in the Final Fight==
{{Hatnote|for a detailed walkthrough on how to gain a spesific ally, see the quest [[Gather Your Allies]]}}
{{Hatnote|For a detailed walkthrough on how to gain a specific ally, see the quest [[Gather Your Allies]]}}
{| class="wikitable"
{| class="wikitable"
|+Ally Powers
|+Ally Powers
!Ally
!Ally  
!Power
!Power
!Benefit
!Benefit  
|-
|-
|[[Arabella]]
|[[Arabella]]
Line 202: Line 229:
|-
|-
|[[Mol]]
|[[Mol]]
|[[Fetcher's Favour]]
|[[Fetcher's Favour]]  
|Equipped with [[Mol]]'s tricks of the trade, affected entities can cast [[Rays of Fire]], reduce all {{DamageType|Fire}} damage by 5 and gain an additional 1d4 to [[Charisma]] [[Ability Check|Checks]] and [[Saving Throw]]s.
|Equipped with [[Mol]]'s tricks of the trade, affected entities can cast [[Rays of Fire]], reduce all {{DamageType|Fire}} damage by 5 and gain an additional 1d4 to [[Charisma]] [[Ability Check|Checks]] and [[Saving Throw]]s.
|-
|-
Line 211: Line 238:
|[[Halsin]]
|[[Halsin]]
|[[Spirit of the Land]]
|[[Spirit of the Land]]
|The reunited soul of [[Thaniel]] provides a +1 to all [[Ability Score]]s and an additional 2m [[movement speed]] to all affected entities.
|The reunited soul of [[Thaniel]] provides a +1 to all [[Ability Score]]s and an additional 2m [[movement speed]] to all affected entities.  
|-
|-
|[[Duke Ravengard]]
|[[Duke Ravengard]]
Line 222: Line 249:
|-
|-
|[[Strange Ox]]
|[[Strange Ox]]
|[[An Apple a Day]]
| [[An Apple a Day]]
|Summon [[Zlorb]] - a shapeshifting monstrosity that can adopt the aspect of several monsters and beasts.
| Summon [[Zlorb]] - a shapeshifting monstrosity that can adopt the aspect of several monsters and beasts.
|-
|-
|[[Dammon]]
|[[Dammon]]
Line 231: Line 258:
|[[Yurgir]]
|[[Yurgir]]
|[[Hellstalker Yurgir]]
|[[Hellstalker Yurgir]]
|Summon [[Yurgir]] the orthon - a deadly combatant at range or in melee who can become Invisible immediately after attacking.
|Summon [[Yurgir]] the orthon - a deadly combatant at range or in melee who can become Invisible immediately after attacking.  
|-
|-
|[[Dame Aylin]]
|[[Dame Aylin]]
|[[Sword of the Silverlight]]
| [[Sword of the Silverlight]]
|Summon [[Dame Aylin]], Selûne's shining paladin, to join your side in battle.
|Summon [[Dame Aylin]], Selûne's shining paladin, to join your side in battle.  
|-
|-
|[[Isobel]]
|[[Isobel]]
Line 241: Line 268:
|Call upon [[Isobel]] to offer a furtive prayer to Selûne, healing up to 6 nearby allies.
|Call upon [[Isobel]] to offer a furtive prayer to Selûne, healing up to 6 nearby allies.
|-
|-
|[[Valeria]]
| [[Valeria]]
|[[The Watch]]
|[[The Watch]]
|Summon some of the City Watch's great weapon fighters to protect their home.
|Summon some of the City Watch's great weapon fighters to protect their home.
|-
|-
|[[Zevlor]]
|[[Zevlor]]  
|[[Hellrider Platoon]]
|[[Hellrider Platoon]]
|Summon [[Zevlor]]'s Hellriders to Smite foes and support frontline allies.
|Summon [[Zevlor]]'s Hellriders to Smite foes and support frontline allies.
|-
|-
|[[Nine-Fingers]]
| [[Nine-Fingers]]
|[[Guildmaster Keene's Fixers]]
|[[Guildmaster Keene's Fixers]]
|Summon two elite assassin mercenaries from the Guild's ranks.
|Summon two elite assassin mercenaries from the Guild's ranks.
|-
|-
|[[Zhentarim]]
|[[Zhentarim]]
|Zhentarim
|[[Black Fist Enforcers]]
|
|Summon two elite assassin mercenaries from the Zhentarim's ranks.
|-
|-
|[[Jaheira]]
| [[Jaheira]]  
|[[Silver Harp Squadron]]
|[[Silver Harp Squadron]]
|Summon elite Harper archers to provide ranged support from your back ranks.
|Summon elite Harper archers to provide ranged support from your back ranks.
Line 266: Line 293:
|-
|-
|[[Astarion]]
|[[Astarion]]
|[[Retinue of the Vampire Lord]]
| [[Retinue of the Vampire Lord]]
|Summon 2 [[Shadow]]s, 2 [[Giant Skeleton]]s, a [[Ghast]], a [[Shadow Mastiff]], and a [[Werewolf]].
|Summon 2 [[Shadow]]s, 2 [[Giant Skeleton]]s, a [[Ghast]], a [[Shadow Mastiff]], and a [[Werewolf]].
|-
|-
|[[Wulbren]] or [[Barcus]]
| [[Wulbren]] or [[Barcus]]
|[[Ironhand Grenadiers]]
|[[Ironhand Grenadiers]]
|Summon the Ironhand Gnomes to damage and debilitate with thrown grenades.
|Summon the Ironhand Gnomes to damage and debilitate with thrown grenades.
Line 279: Line 306:
|[[Rolan]]
|[[Rolan]]
|[[Rolan's Firestorm]]
|[[Rolan's Firestorm]]
|Damage: 20-120. Call upon Rolan, freed from the limitations of Lorroakan, to unleash a fiery barrage from the heights of [[Ramazith's Tower]].
| Damage: 20-120. Call upon Rolan, freed from the limitations of Lorroakan, to unleash a fiery barrage from the heights of [[Ramazith's Tower]].
|-  
|-  
|[[Lorroakan]]
|[[Lorroakan]]
|[[Lorroakan's Firestorm]]
| [[Lorroakan's Firestorm]]
|Damage: 20-120. Lorroakan uses all the arcane might of Ramazith's Tower to call down a fiery barrage.
| Damage: 20-120. Lorroakan uses all the arcane might of Ramazith's Tower to call down a fiery barrage.
|-
|-
|[[Kith'rak Voss]]
|[[Kith'rak Voss]]
Line 289: Line 316:
|Damage: 12-72. Command the red dragon of [[Kith'rak Voss|Supreme Kith'rak Voss]] to breathe a wall of fire onto the battlefield.
|Damage: 12-72. Command the red dragon of [[Kith'rak Voss|Supreme Kith'rak Voss]] to breathe a wall of fire onto the battlefield.
|-
|-
|[[Mizora]]
| [[Mizora]]  
|[[Mizora, Agent of Avernus]]
|[[Mizora, Agent of Avernus]]  
|Summon [[Mizora|Wyll's pactmistress]] to rain down powerful infernal sorcery and possibly Disintegrate your foes.
|Summon [[Mizora|Wyll's pactmistress]] to rain down powerful infernal sorcery and possibly Disintegrate your foes.
|-
|-
|[[Viconia]] or [[Shadowheart|Dark Justiciar Shadowheart]]
|[[Viconia]] or [[Shadowheart|Dark Justiciar Shadowheart]]
|[[Nightbringer's Shadow Adepts]]
|[[Nightbringer's Shadow Adepts]]
|Summon two [[Sharran Novice]]s and two [[Sharran Fidelian]]s.
| Summon two [[Sharran Novice]]s and two [[Sharran Fidelian]]s.
|-
|-
|[[Bhaal]]
|[[Bhaal]]
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|}
|}


== Achievements ==
==Achievements ==
{{Achievement|Ceremorphosis}}
{{Achievement|Ceremorphosis}}
{{Achievement|Interfectorem Draconis}}
{{Achievement|Interfectorem Draconis}}
{{Achievement|All's Well That Ends Well}}
{{Achievement|All's Well That Ends Well}}


== Notes ==
==Notes==
* As of Patch 1, there is a bug where Karlach's ending causes an epilogue scene with a love interest not to occur. If Karlach goes to Avernus instead of dying, it's possible that this scene overwrites the romantic scene.
* Despite being a possible ally in [[Gather Your Allies]], the Gondians do not appear to have a summon/ability.
* Despite being a possible ally in [[Gather Your Allies]], the Gondians do not appear to have a summon/ability.
 
<references />
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{{NavQuests}}
[[Category:Quests]]
[[Category:Quests]]
[[Category:Main Quest]]
[[Category:Main Quest]]
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