Part 67: Act Three Chapter Three - Last Of The Lizardlings
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In media res: the best way to start an update.
Highcliff's currently the southern-most point of civilisation on the world map and the last outpost standing between Neverwinter and the King of Shadows. I'd say it's a priority target.
Even with an army of the dead on their doorstep it still hasn't been evacuated yet, though. And now we know why: Highcliff is besieged by lizardmen.
Act 3 begins with five quests available: four of them are seeking alliances with Neverwinter's neighbours. Khelgar's suggested the Ironfist clan; Grobnar wants the Wendersnaven; there's another I haven't shown you yet; and Elanee thought palling up with the lizardmen of the Mere would be a good idea.
I shouldn't be so dismissive - we suggested the same thing to Nasher during our knighting ceremony.
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We saved Gera and Zachan from duergar (remember them?) back in Act 1, then a little later on stopped their son from being eaten by wolves.
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Actually, I think coin's an excellent measure of personal worth in fantasy-land. The circumstancial evidence is overwhelming; every important person in Neverwinter has to have at least a few thousand floating around somewhere, since they obviously think nothing of giving it to us in exchange for running minor errands. Nameless commoners and tavern-dwellers with no importance to the plot, meanwhile, have no money at all. Furthermore, the more important the quest-giver, the more money they have - compare Commander Tann and Elder Mayne to Axle or Lord Nasher. And as Grand Saviour of the Realms, we're valued at something like over a million gold pieces, which I reckon is a fair estimate of our worth.
Of course, under this system, common-garden merchants are the secret overlord class of all Faerun, seeing as they possess both the +5 weapons and armour sold by adventurers but also the hundreds of thousands of gold pieces necessary to buy them.
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Hrm. Interesting.
The last time we were in Highcliff, we got the town elder and the lizardman chieftain to agree to live in peace.
Gosh, don't we feel foolish now!
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This is good news, really. I mean, it's bad for Highcliff, sure, but at least we don't have to walk far to find the lizardmen.
We've made peace with the lizardmen twice before now: once at Highcliff, once in the swamp ruins. What's say we go for the hat-trick and recruit them as allies in the defence of Neverwinter?
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It's looking pretty grim. The town's been encircled and the Greycloaks are too busy hauling ass out of Neverwinter to liberate Highcliff.
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Things are worse than I thought.
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Ah, superb. Let's put our knife skills to good use.
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Well, why don't we find out?
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Let's put our Jack Bauer hats on.
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Nice! Ammon's already getting into it. I like the "this thing" - good dehumanisation technique!
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Oh, whine, whine, whine. How about: you two shut the fuck up while I defend America?
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Even a crappy Cure Light Wounds spell is enough to stabilise the prisoner. That'll keep him alive long enough to find out what the lizardmen are up to.
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Batha must be the leader of the lizardmen - and the one behind all this siege nonsense.
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Fantasy terrorism, eh?
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TELL ME WHERE THE BOMB IS etc.
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Uh oh.
We never get the drop on anyone in these games. Always we're off doing our own thing when some asshole with a prophecy of doom comes along and says "Prepare to die, Shard-Bearer!" We may be destined to destroy the King of Shadows, but it seems sometimes like the Gods informed everyone else of this fact but forgot to tell us. Zeeaire, Garius, Zhjaeve, and now this Batha person...
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Anyway, that's all we can get from Vlssk.
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Forearmed with knowledge, we head off towards the lizardmen encampment on the south side of town.
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We can pay a visit to the cliffwalk, even kill the lizardmen and reclaim the docks - but the ships have been destroyed. There's nothing of value there.
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And Slaan makes a reappearance. Slaan's an honorary companion from Act 1 (and I can think of a few NPCs I wouldn't mind swapping out for him). He's still alive because we chose the peaceful option in the Highcliff questline.
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This must be Batha.
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Eep.
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Whoops. Sorry Highcliff!
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Negotiations are off to a bad start.
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We use Vlssk's info to deflate Batha's righteous rage.
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What follows is a one-on-one fight between Batha and the party. Yeah, I know that's not one-on-one... do you really want a repeat of the Castle Never fight?
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After you get him down to Near Death once, he super-saiyans and transforms into an Earth Elemental. His guards also realise 1v5 is not fair odds and join in too.
Fine by me. That just means we get to kill them too for experience!
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Batha's non-italicised dialogue is supposed to be in Lizardish (?) which is similar to what Obsidian originally intended with the Statues of Purification speaking in Elvish. This is I think a relic of when Obsidian intended all dialogue to be in cutscenes, like KOTOR2: hence the script direction for voice-actors in dialogue that is not voice-acted.
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We can use a skill to make friends with Batha. Alternatively, Slaan will pipe up here and vouch for your good intentions - if he is still alive.
You don't need to have made peace with the lizardmen previously to ally with Batha, but it helps.
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Alliances: +1
That's all for Highcliff.
Short, wasn't it? I told you Act 3 was a lot more concise.
I prefer things this way. We can zip through Act 3 like a Hasted Barbarian, and because each of the quests are so short, we always feel like we're making good progress.
Don't worry, there's a few nice moments coming up - and this way, we can spend more time on them. For the best, really.