The Last Gift of a Brilliant Mind

 

Location Blackwater
Reward Stormlord's Resolve

The Last Gift of a Brilliant Mind is a Quest in Pathfinder: Wrath of the Righteous. Quests can provide unique adventuring experience, as well as powerful gears and treasures. Some quests are time-limited and some can only be completed with certain companions.

 

The Last Gift of a Brilliant Mind Information

Even in the face of death, a mortal will keep looking for a way to slip through its cold fingers until they draw their last breath. When Sarkoris was in its final, agonizing days, preparing to be consigned to history, the Blackwater clan kept fighting, crafting a new, never-before-seen weapon against the demons. Their efforts, evidently, were cut short, but it does make one wonder - how close did that unknown genius come to their goal, which could have changed the course of history? And would their final gift be capable of changing the future if it came into the Commander's possession?

 

The Last Gift of a Brilliant Mind Objectives

Visit the Blackwater clan settlement

  • A Kellid by the name of Velg has pointed the Commander toward a possible location where a settlement of the Blackwater clan once stood. Records show that these Sarkorians were working on some sort of ultimate weapon capable of defeating the Worldwound. They did not get the chance to finish their project, but some of their progress may have survived.

 

Cut through the enemy's defenses

  • The ancient retreat of the Blackwater clan was never abandoned. It is defended by dangerous guards who set a trap in anticipation of the Commander's arrival. He must fight his way to the heart of the settlement to find whoever lured the crusade leader here.

 

Defeat Hundred-Face

  • The Commander has been drawn into a trap set by the insidious Numerian spellcaster known as Hundred-Face. To avoid becoming his next puppet, the crusade leader must defeat the fearsome mage.

 

Decide the fate of the Device

  • Before his death, Hundred-Face gave the Commander the secret codes that grant control over the sinister Device. This machine holds great military potential should the crusade armies choose to use it. However, not every commander would opt to turn their warriors into puppets whose minds are dominated by this disquieting mechanism.

 

The Last Gift of a Brilliant Mind Walkthrough

  • This location is located in the west region of the worldwound. (Northwest to Ivory Sanctum)
  • The guardians here use tesla coil as defence. Use protection from lightning spell to protect your team. (can be disabled with trickery.)
  • The correct combination to open the front gate is Triangle, Rhombus, Circle with dot.
  • In westmost hall, you can find a key that unlock most doors in this location. The other locked doors require flaming lockpick fuel to open, however, you can use dimensional door spell to by pass them.
  • Keep exploring the location carefully, there's one room you need to use the control panel to remove the hazard substance (hand, then wind.) to enter.
  • The final boss Hundred-Face is at the northwest corner of the location. To reach him, you need to send one of your team members across the bridge and disable the arcane emitter first.
  • Disable the four crystal devices near the Hundred-face to defeat him. If you keep the machine, you will get a special crusade project later, to transform your troops to cyborg.

 

The Last Gift of a Brilliant Mind important Map

blackwater map pathfinder wrath of the righteous

 

The Last Gift of a Brilliant Mind Completed quest information

Hundred-Face possessed the type of brilliance that only comes along once in a generation, but even he was not omniscient. By luring more and more enemies into his trap, he learned, he improved his strategies and defenses, but... he was still unfit to challenge the Commander. The genius has fallen, and his last gift now serves as the victor's trophy.

 

The Last Gift of a Brilliant Mind Tips & Tricks

 

 

All Quests in Pathfinder: Wrath of the Righteous
A Common Cause  ♦  A Contract  ♦  A Conversation with Arueshalae  ♦  A Conversation with Camellia  ♦  A Conversation with Greybor  ♦  A Conversation with Halaseliax  ♦  A Conversation with Lann  ♦  A Conversation with Sosiel  ♦  A Conversation with the Pillar of Skulls  ♦  A Conversation with Wenduag  ♦  A Conversation with Wenduag (II)  ♦  A Conversation with Woljif  ♦  A Farewell  ♦  A Friend in Need is a Friend Indeed  ♦  A Lesson in Applied Conjuration  ♦  A Matter of Reputation  ♦  A Noble Intent  ♦  A Price of Loyalty  ♦  A Refuge from the Present  ♦  A Repeat Invitation  ♦  A Repeat Invitation to a council meeting  ♦  A Shadow of Doubt  ♦  A Spring Run Dry  ♦  A Stay of Execution  ♦  A Step Away From Defeat  ♦  A Strike from the Sky  ♦  A Talk with Wenduag in the Place of Savamelekh's Demise  ♦  A Unique Offer  ♦  A Veil of Silence  ♦  Above the Clouds  ♦  Advanced Diplomacy  ♦  Alderpash's Phylactery  ♦  Alderpash's Skull  ♦  An Invitation  ♦  An Invitation to a Council 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    • Anonymous

      it was unpleasant and boring. everything has high ac. twenty even. it has regeneration that doesn't get put down unless you use lightning spells. it is an absolute nightmare but not in the sense that it's hard, it just takes forever to pass.

      • Anonymous

        What a let down this turned out to be. Way too little leeway in how to handle the whole machine complex. You get to either be a massive Luddite and smash everything to bits cuz 'Machine bad' or you go 'Hey, you know that machine that literally mindraeps people? Yeah, let's put that on our guys :)'

        HOW ABOUT WE JUST PICK THE GEAR AND DONT STICK METAL ****S IN ANYONES HEAD????? OR IS THAT OPTION HIDDEN BECAUSE I DONT HAVE SIX GORILLION RANKS IN UMD?
        ****in' BS, I tells ya.

        • Anonymous

          Is it possible to open all the flame-fuel-lockpick-able doors in one go? Having completed this area, there are still two or so doors that remain locked, and the place has been swept clean.

          • Anonymous

            Whoever designed this place is truly evil and i mean the game developer, all the mobs roll 20 saving throws on everything so it takes 6000000hours to kill anything

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