High Hall
During the final invasion of the Upper City, the party must fight through or navigate around an army of Absolute cultists and monsters across the courtyard to reach the interior of High Hall. Inside, you make a desperate dash past incoming reinforcements and Nautiloid airstrikes to climb the brain stem leading up to the Netherbrain.
- Region
- Upper City
- Levels
- 12
- Getting there
- East through the Astral Prism exit portal from the Morphic Pool, exiting into the High Hall gathering room and out into the courtyard (X: 264, Y: 128)
- Connects to
- Astral Prism, Upper City Sewers, Brain Stem
- Related quests
- Confront the Elder Brain · Gather Your Allies
- Services and people
- Withers · various gathered allies
- Enemy types
- Cultists of the Absolute · Goblins · Ogres · Winged Horrors · Spectators · Mind Flayers · Intellect Devourers
The short version
What matters
- •Stocking up on Potions of Angelic Slumber and Reprieve from Koll the Red inside the Watch Citadel before marching out.
- •Using the Upper City Sewers route to skip the large, resource-draining courtyard encounter entirely.
- •Rushing a single mobile character to the summit double doors during the interior gauntlet to end the Nautiloid bombardment immediately.
- •Replenishing all spell slots and health at the Restoration pod before climbing the final Brain Stem.
Common mistakes
- •Burning one-time allied summons during the courtyard battle, leaving yourself without critical support for the final battle atop the Netherbrain.
- •Lingering on the staircase in the red Nautiloid targeting zones instead of using Invisibility, Dash, or Dimension Door to bypass them.
- •Failing to buy elixirs from Koll the Red in the Watch Citadel before advancing into the restricted combat zones.
What you can skip
- •Trying to defeat every continuous wave of reinforcements dropped by the Nautiloid on the interior stairs.
Walkthrough
The area in the order you play it. Tick things off as you go: they tick off in the checklists below too.
-
1
The Watch Citadel
When you emerge from the Astral Prism portal into the ruined Upper City approach, pass a DC 30 Persuasion or Deception check if confronted by Kith'rak Voss to keep his githyanki strike force on your side. Step into the assembly room to rally your forces and unlock the Call Forth Allies action. Before heading out, buy high-tier elixirs and Angelic potions from the vendor Koll the Red.
Tip: Stock up heavily on Potions of Angelic Slumber and Reprieve from Koll the Red, as conventional camp rests are disabled for the rest of the campaign.
Watch out: Failing the DC 30 check with Kith'rak Voss turns him hostile, permanently forfeiting your githyanki allied summons.
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2
The Watchmen Gate
Exit the citadel into the gateway corridor where four fleeing Watchmen—Gyordi, Goodge, Fry, and Ebber—scramble past. Pass a DC 20 Insight check followed by a DC 20 Persuasion, Intimidation, Deception, or Strength check to rally them into holding the line as expendable frontline fighters for the upcoming fight.
Tip: If you intend to take the courtyard route, recruit the Watchmen so they soak up early ranged damage from cultists.
Watch out: On Tactician and Honour Mode, this restoration pod is absent, so conserve your spell slots and rely on potions instead.
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3
Infiltrating the Upper City Sewers
Bypass the chaotic open courtyard entirely by heading down to the sewer entrance at the iron gate (X: 258, Y: 33) near the citadel or descending through the northern metal balcony door (X: 263, Y: 126). Inside the northern room before the descent, lockpick the Gilded Chest (DC 15 Sleight of Hand) to grab valuable combat draughts and poisons. Clear through the subterranean passage filled with cranium rats, cultists, and the Death Knight Stalker Svignee to reach the far side of the grounds uncontested.
Tip: Sneaking through the sewers saves your precious Call Forth Allies summons for the summit instead of expending them on the courtyard brawl.
Watch out: Leaving the sewers into High Hall seals off this underground section, permanently locking out any chests or corpses left behind.
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4
The High Hall Courtyard Clash
If you forgo the sewer shortcut, push through the central gateway into an open warzone swarming with Mind Flayers, Winged Horrors, Intellect Devourers, and a Spectator. You can reach the elevated room overlooking the gate to pull the lever and seal off pursuing reinforcements, or check the locked northeastern door to direct the hiding civilians (Robyn and Tilly) to safety. Fight your way straight across the plaza to reach the main grand double doors of High Hall.
Tip: You do not need to eliminate every enemy in the courtyard; you only need to get your party across to the interior entrance.
Watch out: Any allied factions summoned via Call Forth Allies that perish during this brawl are dead permanently and cannot be called again atop the Netherbrain.
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5
The Staircase Gauntlet
Enter the lower ground floor of High Hall and ascend the spiraling tower staircase as an overhead Nautiloid marks the ground with red orbital strike reticles and drops waves of Mind Flayers and cultist reinforcements. Sprint through the crossfire rather than standing your ground, as reaching and opening the summit double doors with a single character instantly triggers a cutscene that pulls the whole party through safely.
Key fight: The High Hall Interior Staircase GauntletTip: Use Dash, Dimension Door, Fly, or Potion of Invisibility on a high-mobility character to sprint directly to the top door and skip fighting the endless waves of Nautiloid reinforcements.
Watch out: Standing inside the red targeting reticles when the Nautiloid bombards at the start of a turn deals devastating area-of-effect damage that can instantly down multiple companions.
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6
The Summit Brain Stem
Catch your breath inside the final safe staging room at the base of the summit Brain Stem. Use the Illithid Restoration Pod and loot the surrounding Gilded Chests to replenish your resources and collect Potions of Angelic Slumber. If Gale is in your party and his Netherese Orb condition remains open, you can speak with him here to let him ascend alone and detonate the orb, or interact with the stem to begin the final climb together.
Tip: Drink a Potion of Angelic Slumber or interact with the summit pod to enter the final boss encounter at maximum health, spell slots, and ability charges.
Watch out: Interacting with the upper Brain Stem is an absolute point of no return; any unlooted chests or missed items in High Hall become permanently inaccessible.
Choices here
What you decide here and what it leads to.
Kith'rak Voss Confrontation
At the staircase gate just after exiting the Astral Plane portal, if the Emperor was sided with instead of freeing Orpheus
- Pass a DC 30 Persuasion or Deception check→ Voss stands down and can be summoned as an ally via Call Forth Allies
- Fail check or attack→ Voss and his githyanki honor guard become hostile, forcing you to kill them and permanently losing his faction summon
Most players pick: Pass DC 30 Persuasion or Deception check
A critical DC 30 skill check; failure locks out his dragon strike summon for the finale
Fleeing City Watchmen
Approaching the courtyard gates when encountering Watchmen Gyordi, Goodge, Ebber, and Fry fleeing combat
- Pass a DC 20 Persuasion, Intimidation, Deception, or Strength check→ The four watchmen rally and fight beside your party as combatants in the courtyard brawl
- Fail check or let them run→ The watchmen flee the area, leaving you to fight the courtyard enemies alone
Most players pick: Pass DC 20 check to recruit them as combat fodder
Requires passing a passive DC 20 Insight check first to unlock the dialogue options
Route to High Hall Interior
After leaving the Watch Citadel staging grounds
- Frontal assault through the Courtyard→ Face a massive battle against cultists, mind flayers, ogres, and a Spectator, but gain access to rescue hiding civilians
- Infiltrate via the Upper City Sewers→ Completely bypasses the massive courtyard brawl and enters near the interior entrance, fighting only small cultist packs and the Death Knight Stalker Svignee
Taking the sewers saves substantial spell slots and resources before the summit gauntlet
Hiding Courtyard Civilians
At the northeastern locked door in the courtyard, interacting with Robyn, Tilly, and the Civilian
- Break or pick the lock, or pass a DC 15 Persuasion / DC 20 Deception or Intimidation check to make them open the door, t→ Tilly casts Death Ward on the party before they flee (unless interacting as a mind flayer, in which case they flee terrified without buffing)
- Pick hostile dialogue options or attack→ Begins combat against them
- Leave them→ They remain locked inside
Most players pick: Persuade or break in and tell them to flee for free Death Ward buffs
Checklists
Don't miss 0/6
Achievements here
Secrets
0/2
Key fights
Enemies: An attacking overhead Nautiloid, summoned reinforcements (Intellect Devourers, Intellect Gluttons, Mind Flayers), and entrenched Banite and Bhaalist cultists
Threats: The Nautiloid targets marked zones for heavy explosive bombardment each turn while deploying continuous waves of reinforcements, supported by Mind Flayers using Mind Blast and ranged psychic/force assaults from cultists
Weaknesses and resistances: The Nautiloid is immune to direct ground assaults; cultists and aberrations possess standard humanoid and aberrant resistances, but the encounter is designed as a rush objective rather than a battle of attrition
Tactics: Dash, Dimension Door, Fly, Misty Step, or Invisibility up the left or right stairways while steering clear of marked bombardment circles; breach the left oak door with bludgeoning attacks or scale the high wall on the right (knocking down a statue for footing) so a single party member can interact with the brainstem door, which immediately destroys the Nautiloid, despawns the barrage, and teleport
Rewards: Safe access to the Netherbrain Stem and (on Explorer and Balanced difficulties) a Restoration Pod checkpoint to replenish all resources before the final confrontation.
Enemies
Uses Mind Blast to stun party members and is capable of devouring brains.
Hovers in the courtyard supporting the cultist forces with ray attacks.
A level twelve Death Knight guarding the alternate route through the Upper City Sewers.
Tips
- Use Call Forth Allies to summon accumulated companion forces to absorb damage and distract enemy waves while pushing through the main gate.
- Potions of Flying, the Fly spell, or Greater Invisibility can be used to bypass the ground encounter entirely and proceed directly toward the interior entrance.
Not listed for this area: shops and people.
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