Part 78: Act Three Chapter Fourteen - Remorse
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Great.
We're battening down the hatches, preparing for a siege, and Ammon Jerro's gone missing.
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* * *
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Here he is.
Is this... Shandra's farm?
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The one and same.
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Oh my.
Koraboros Battle
If I was to guess at a fiend to come after Ammon seeking revenge, I'd have picked Zaxis. Koraboros seemed so polite and reserved!
It really is the quiet ones you have to watch out for.
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It's a tough fight - the Horned Devils (cornugons) rush the party while Koraboros hangs back and casts paralysing/stunning spells. Occasionally he'll open another Gate and summon another devil to the fight.
Obviously eliminating the pit fiend is your primary concern. In this instance Grobnar turned Sand invisible so he could run past the Horned Devils and get in range for a few Avasculates (halves the hitpoints of a target). That quickly puts a stop to Koraboros' summoning antics.
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After that it's just a matter of cleaning up.
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But we still have one last battle yet to fight.
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Grand-daughter, possibly, but the game never was clear on this. Also, can you imagine Ammon having kids?
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I think this is probably the most honest option.
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* * *
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This question doesn't make a lot of sense, considering that we're Lawful Evil and don't care about other people's lives. On the other hand, Ammon is Neutral Evil and does care, perhaps a little too much.
Grrr... I blame alignment.
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Fucking finally.
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* * *
It could have been a lot different.
We didn't have to go running off after Ammon. If we'd chosen to wait, eventually he'd return, looking a little worse for wear.
quote:
{Fade in, Ammon Jerro walks into library where Aldanon and the party is assembled.}
: Tattoo-face is back. Looking cheerful as ever.
: Where did you go, Ammon?
: {Dismissive} There was something I had to do, and it is a matter that does not concern you.
: You shouldn't leave without telling us where you went.
: {Cold} Indeed? I shall heed your counsel in the future, provided I both choose to listen and I choose to care.
: We are both needed to defeat the King of Shadows, and we shouldn't split up.
: {Irritated, but realizes he should have been more thoughtful} Very well... I understand. It was not my intention to be gone for long - nor to place our chances of victory in jeopardy.
: It was a private matter, and now it is done.
That way's no fun, though. And you don't get anything from it except possibly an Influence shift.
The other resolution is to let Ammon get on with what he's doing at the farm. Instead of arguing with you, this happens:
quote:
: I don't care why you're here, but do what you need to do, and let's go.
{Ammon walks over by the rubble and destroys it with a spell, revealing a lockbox}
: This is what I came for.
: {Opens lockbox, then studies contents} And it is still intact, as I hoped.
: {Rueful} If Shandra had had this, she might still be alive, but it was not meant to be. {Beat} That is all that remains here, now let us go.
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And what is "it," exactly?
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A fiendish weapon designed especially for Warlocks. The Flee the Scene and Hideous Blow invocations aren't tremendously useful because Ammon already has those, but the extra Charisma and feats are good.
It also looks pretty cool. A massive flaming two-handed mace? Sounds like something out of Warhammer.
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There's something else hidden at Shandra's farm - something Ammon didn't know about.
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Buried in the field are two chests with magic items: a +3 negative damage Longsword, some caster-orientated chainmail (ideal for Ammon), a Scarab of Greater Protection (good against level/ability drain) and a Ring of Regeneration. A good haul.
These we can pick up at any time after the conversation with Ammon Jerro. The other rewards require taking the conversation path to the very end. A successful Influence check for Shandra results in a +10 Influence boost for Ammon (the greatest shift in the game). Shandra's Pendant, however, is something we can only get through successfully convincing Ammon that he was wrong - truly wrong.
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Again, a nice amulet well-suited for Ammon.
* * *
In some ways this sequence is incredibly frustrating, and it's all Khelgar's fault.
Remember when we were trying to convince Khelgar that he wasn't approaching becoming a Monk in the right way? Especially when we were helping the Ironfists, and trying to tell him that while he talks a good talk about how great the Ironfists are, he doesn't actually do anything to help them, ever?
And remember when we haemorraged Influence with him because of it?
It's not just Khelgar. Try to talk Neeshka out of her feud with Leldon and she'll not like you any more. Hint subtly to Qara that there might be something of worth in all those dusty books and she threatens to set fire to you next.
So you learn not to question the companions and just nod and agree with whatever they say.
And then Ammon comes along and Obsidian is expecting you to push the issue of Shandra's death and get him to feel remorse when you've learned that contradicting the companions is a big No-No. So a lot of people's first play-throughs see them meekly backing down to Ammon, not realising that this is the moment of catharsis for the old Warlock.
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Catharsis is the right word, and it's what I would have chosen as a title update if the dialogue file hadn't already been titled "3070_cut_remorse."
I've compared Ammon Jerro's story arc to a classical tragedy before, and I'd like to revisit that idea.
It's got all the ingredients right: a young, innocent female to be murdered; a secondary heroic figure to act as a foil; divine intervention/forewarning; and a primary character who, though accomplished and prestigious, ultimately falls due to his own overweening hubris. And then there's the audience - us - sitting in our seats, screaming as the characters charge blindly into conflict and to their deaths.
Part of the key is forewarning - everyone had every chance to avoid a fight, even us. We should have known something wasn't right from the start, when we learned that Mephasm had lied to us and when none of the fiends would give us a straight answer about their master. Ammon had no excuse either: his fiends warned him, hinted that Shandra was his granddaughter, but he didn't listen - undone by his pride and arrogance, but also his reliance on demons and devils, who orchestrated the entire thing from within their summoning circles. But ultimately Ammon believed that he was the only one who could act, the only hero on the stage, and this enabled him to do terrible things. Worse, he believed his willingness to do evil made him even more of a hero - that by sacrificing his morals, his soul, he was actually more moral than ever. I call this the Torturer's or the 24 Fallacy.
The only character that's blameless is poor innocent Shandra, who just wanted to save the life of someone she cared about.
That's what makes it a tragedy, though - the failure to avoid fate due to one's own weaknesses. And it's the realisation of that that's called catharsis, which is what we have here.
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I think I was too harsh on NWN2 before when I said it didn't have any themes. 'Heroism' probably is the theme of the game - it's just not developed very well.
Let's think about all the heroes we've seen in this game. Can you name them all?
There's one very obvious candidate (us) and then there are a couple of others as well: the Guardian, Ammon Jerro. But dig a little deeper and they start popping out all over the place: Lorne and Cormick from West Harbor; Zeeaire was a legendary Sword Stalker of the githyanki; Nasher was a former adventurer; Garius was arguably the 'anti-hero' of Luskan; Casavir defended Old Owl Well from the orcs; Bishop and Shandra had heroic origins; Batha united the lizardmen of the Mere; even Daerrad and his troupe are heroes of a sort. And you can even delve into the backstory for heroes: Torim and King Loudram of the Ironfists; Gith and Zerthimon from githzerai legend.
The key is that they're all flawed heroes. Not "flawed" as in 'he doesn't like snakes' or 'he's very volatile' but "flawed" as in 'you are a bad hero, please stop'.
The Guardian was corrupted by the Shadow Weave. Ammon Jerro killed more innocents than he did undead. Lorne became a thug, Cormick fell into middle-management. Zeeaire was tempted by the power of the shards. Nasher retired. Garius overreached himself. Casavir was running away. Bishop failed to rise above his beginnings. Shandra was murdered by her grandfather. Batha was misled. Daerrad was a fool. Loudram was a coward. Gith and Zerthimon, the most important after Calliope, the Guardian and Ammon, couldn't stay united long enough to establish their new race on the Planes; Gith became crazed with bloodlust and lost herself in the Hells... and if you want to know about Zerthimon, perhaps you should ask Dak'kon's opinion on the matter.
Someone at Obsidian was intent on taking a sledgehammer to the concept of heroism. My only complaint is that I wish they had finished the job.
What I don't understand is why we don't screw up. All these other heroes messed up or are inappropriate in some way, but we just bounce around, happy as lambs, saving the day with no worries at all. We never had to make the hard, practical decisions that Ammon did. We never had to choose between leaving Illefarn undefended and submitting ourselves to the Shadow Weave. Why is it that we're the perfect hero and everyone else is such an abject failure? Why are we here berating Ammon instead of the other way around?
I would have accepted something as trite as "true spirit" or "courage" or something... but as it is, it's this big empty question that hasn't had any thought put into it at all. You just have to make it up - and not in the good "makes you think" way, because it's simply never addressed at all.
That's the disappointment with NWN2, and I've been waiting seventy-seven updates to say it.
* * *
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The good news is that we can finally get Ammon to open up about himself.
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The 'Still Lord' is Prince Levistus, the fifth Archduke of Hell. He upset Asmodeus (chief devil) a long time ago and was punished by being encased in ice.
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This is why I thought Mephasm was an amnizu; Levistus' domain is Stygia, home to the amnizu devils.
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Hmm. Interesting.
Gith originally journeyed to the Nine Hells to form an alliance with Tiamat, Queen of the Chromatic Dragons. She succeeded - and the githyanki often use red dragons as mounts and allies - but Tiamat's realm was on the first layer of Hell. What could have happened to her?
Nothing, really - it's one of those Big Mysteries for DMs to decipher on their own.
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Unfortunately even though we've made peace with Ammon, his dialogue doesn't change to reflect this.
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Mm, yes indeed.
We can now ask Ammon what his Ritual power allows him to do:
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My thoughts exactly!
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There's one last thing we have to ask.
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You probably won't ever see this line in-game. That's because you need 20 Influence with Ammon to unlock it, and it's a once-only - so if you fail, you can't try again.
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The thing is, there's only 19 Influence for Ammon in the game leading up to this point. Yes, there's more after - especially if you pass the Shandra Influence check during the Remorse conversation - but not so before.
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* * *
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Which is why it doesn't make sense. Hello, Ammon, guess where we are now!
He shows regret perhaps a little earlier than he should - we don't have to argue it out of him as we did before. So it doesn't feel as earned.
Okay, that's the last sidequest we have to do. Not much more game left.