The Last Gift of a Brilliant Mind
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.
- 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 fastest way to defeat him is to use Dimension Door to teleport right next to him, bypassing the force field. The fight will end once he is defeated.
The Last Gift of a Brilliant Mind Important Map
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
- Stormlord's Resolve bracer can be found in southeast room.
- Using the code, what Hundred-Face gives you open a repeatable Decree, which gives you 50 Augmented Soldier - after 45 days.
- Notes and tips go here
I don't really mind the difficulty but why the heck is the boss like half defense stats than regular enemies
Heavily dislike this place, but compared to some other aspects of WotR... this place, is kind of a cake walk and on an exploration scale, it flows like a river - bit choppy at times, but always going forward.
On a world lore point, it's horrid. On a mechanical level(pun intended) it's absurd. The fact that people should be hitting this content BEFORE they move on to the next chapter, compared to the time in which it becomes available, has gotta be one of the worst moves I have seen in level design. Never mind that the puzzles are generally unintuitive with Nenio's line... Only reason I go there is to use Dimension door to loot the place, and bugger off at this point.
One thing I don't quite understand is why they allow the use of Dimension Door to break progression on so many quests, but they don't do it for Ms. I am helpful, am I not?, so you can poof into room on the second floor in Kenebras and just bugger out.
This quest is bugged on the ps5 and can't be finished, the crystals during the bossfight can't be disabled...
Cyborg enemy are vulnerable to WILL save throws. Use crowd control spell casters like Nenio and evil eye-saving throw sharmans or witchs like Camelia or Ember.
By the way, the reward of completion with evil choice (not destroy machine) is not so worthy.
It gives you a crusade decree that recruit cyborgs, and that are not so strong.
Stats of this cyborgs are 59HP, 17AC, -4BAB, 6-16damage, some immunities and abilities.
Annoying, boring, and in no way fits in a fantasy world. I know all this sci-fi **** is technically canon in Pathfinder, but it still just does not mix well at all. Medieval fantasy and super computers with sentient AI do not mix.
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.
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.
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.
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
I absolutely hate this place.
Will find Stormlord's Resolve bracer in one of the room too.