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veteran
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OP
veteran
Joined: Mar 2020
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To be clear - my feelings about this game are mixed. Some parts of are wonderful, amazing, better than anything I've seen.
But this quest is not one of those lovely bits. This quest is trash.
I hate everything about it. Every. Single, Thing.
What do I hate?
I hate the aesthetics. Why am I adventuring in 19th century Birmingham?! I hate the DOS2 of it all. The steel watchers that explode and leave necrofire behind, the grenades, gunpowder, oil, combustion engines, the rivets, prefab walkways. Nothing about it says 14th century Europe.
I hate the DOS2 mechanics. Barrels, necrofire explosions, grenades.
I hate the story. After abusing the F8 key I was able to rescue all the gnomes from the underwater lab and, as a reward, I'm put in the middle of a fight where the innocents go down in a single turn unless you save scum to get initiative. And - just when you think you've found a way to save them - the necrofire explosion undoes all your work.
Of course the online strategy guides start with "gather the barrels from" . . .
I hate the feeling of futility I get from the quest. I should have gone stealthy and planted the bomb because the innocents on level 2 end up dying anyway. Way to make me feel like my extra effort was wasted 19th century quest . . .
And when are finished you interact with a 1960s computer mainframe. Fuck this quest.
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apprentice
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apprentice
Joined: Aug 2023
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Yea, I agree. I just did this last night, missed it my first time through, and it was horribly out of balance. I straight up skipped the fight at the end, went invis, hit the terminal, then bounced. Sadly this meant Wulbren acted like I murdered everyone and Barcus threw a temper tantrum, refusing to talk to me ever again despite the fact I saved them both several times. There should have been an option to explain they died fighting and not act like I just murdered them all. I agree it makes the prison rescue seem less impactful as well. The gnomes should be able to survive, but keeping them alive is nearly impossible. I save scummed the first fight to keep them alive, got that the second time, only to reach the second room and have one of the guards activate the collar WAY out of reach (couldn't Misty Step to it, couldn't walk to it) and boom all dead within one round. Not that it mattered, there was only one or two left by the time it went off, the Steel Watchers killed them all in basically two hits. My first time on the second fight, the gnomes Misty Stepped up high where they couldn't be reached. I expect this is probably the intended behavior, but they didn't the second time and all just got wrecked before the collars finished off what little HP they had left. I don't mind the aesthetic or idea behind it, but the narrative sequence and fights were just bad.
Last edited by Shinook; 18/08/23 02:02 PM.
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member
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member
Joined: Jul 2014
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The only part of this mission I didn't like was the Prison. God I hated that Prison. I mean, I HATED it.
throwing the grenades back at the enemies was fun though during the boss fight.
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veteran
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veteran
Joined: Jul 2014
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By prison you people mean the Iron throne?
…Because I went there from the submarine in the sewers, mostly to save the duke, and I didn’t witness anything else you are talking about.
I mean, yes, U saved a bunch of prisoners in the process, but the were no Steelwatchers or explosions involved.
Last edited by Tuco; 18/08/23 02:49 PM.
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enthusiast
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enthusiast
Joined: Mar 2022
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This fight is harder then the Raphael fight, I did this one without the Npcs as I found the foundry first and the sub second. You are matched against 3 steel watchers and 12? 80 health oathbreakers and 3 captains. I believe they total to 1000? health, Raphael is 666.
Tips: steel watchers take 2X lightning, and must be disarmed by fighter or you hard wipe. Save scummed until I stealth disarmed with Laz. Paralyze or hold person guards and shove them into steel watcher bombs.
Trick captain to teleport to top ledge, shove them to death.
Have paralyze poison and shock hand, reactions are hard blocked, and leave them unable to heal 50% health twice
Have fun on steel titan. DM me if you need help. That fight is a different devil of its own
Last edited by AusarViled; 18/08/23 05:35 PM.
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Volunteer Moderator
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Volunteer Moderator
Joined: Feb 2022
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Folks, please remember your spoiler tags.
Also, to avoid spoilers in the General subforum. I’ve moved this to Story & Character Discussion as that seemed the best fit, though I know that level design and story aren’t the same thing.
"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"
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enthusiast
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enthusiast
Joined: Mar 2022
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Folks, please remember your spoiler tags.
Also, to avoid spoilers in the General subforum. I’ve moved this to Story & Character Discussion as that seemed the best fit, though I know that level design and story aren’t the same thing. Good catch, I edited my post, yes I can see it being a spoiler.
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stranger
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stranger
Joined: Jan 2018
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problem with it i have is the Save the Gondorians quest associated with it is bugged thnaks to the submarine not showing when it says i discovered it in my journal
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enthusiast
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enthusiast
Joined: Jan 2022
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I thought I had messed up the quest when I got to the end because the blind gnome died straight away and didn't get to plant the bomb. But it turns out you can use Speak With Dead to get a self-destruct code from him.
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veteran
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OP
veteran
Joined: Mar 2020
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@ausarViled I was able to save everyone on level one. But on level 2: I had everyone use misty step and the use dimension door to get the gnomes to a safe place. I then used insect plague and blade barrier to take down the existing groups. But the suicidal gnomes ran into my trap and returned to soloing groups of 5.
Which is reminds me of the DOS2 oil rig fight - you have trap the suicidal guy behind barrels or he runs right into the fire. @Tuco The Iron Throne is also part of the quest to disable the steel watchers. If you want to blow up the factory but save the workers you need to first rescue the gnomes from the Iron Throne.
In theory - but the gnomes will thwart your attempts to save them. You'll see what I mean by aesthetics when you get to this point the factory looks like a 19th century factory with some parts that could have only been made in the 20th.
Last edited by KillerRabbit; 18/08/23 07:47 PM.
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stranger
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stranger
Joined: Jul 2023
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note that the game is bugged to the limit when it comes to story, somw important quests and companions. a lot of things don't stick together, a lot of things are unfinished, there is no logical continuity of the narrative. They'll probably fix it, but they won't fix the broken story. especially disgraceful when they have been living on subsidies since 2020 and still couldn't do what they advertised
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veteran
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veteran
Joined: Oct 2020
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I felt the same way about the Aesthetic of Moonhaven, It was like walking from Lord of the Rings into Bloodborne. Complete with 19th Century operating theatre. The Steampunk elements were a little jarring when they first showed us the Steel Watchers, I don't know quite what to make of it, is that what Gondians are established to be like.
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member
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member
Joined: Jan 2021
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I just finished this quest and didn't experience any of all the things you've mentioned because the moment I sneaked my way in I decided I wasn't going to fight my way through it. Left, went to Sorcerous Soundries to pick up a few things and came back with only my bard. Chugged an invisibility potion and floated my drow ass through the first and 2nd floor with the Fly illithid power. Pickpocketed the guy to get the key, used a scroll of greater invisibility and placed the bomb. Cutscene triggered and I was out in less than 5 minutes. I imagine that in-universe my bard did this whole thing without even telling her companions who may have disapproved. They were probably drinking ale at the Elfsong when they heard the big BOOM, lol.
- Firm believer in Mindflayer supremacy -
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veteran
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veteran
Joined: Oct 2020
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when I first went to the Foundry I entered through the roof, avoiding the confrontation going on between Toobin and the guards, which meant I could walk all the way to the regulator without anyone being aggro'd, I eventually went back and did it properly.
I was a little upset the Runepowder bomb couldn't be used for something later, like blowing up the final boss.
Last edited by Sozz; 21/08/23 07:16 PM. Reason: phone grammar
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journeyman
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journeyman
Joined: Aug 2023
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Didn't have any of these problems, I am an evil boy, I blew the factory up, gnomes and all. Very straightforward, but now I have to try it as a good guy, hopefully it's as hard as yall claim because even on tactician I haven't really been stumped by a fight yet.
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Volunteer Moderator
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Volunteer Moderator
Joined: Feb 2022
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I finally got to this quest yesterday evening, and there was lots I enjoyed about it, including changing it up with respect to quest structure, feel and aesthetic. Personally I don't mind Baldur's Gate going through a bit of an industrial/steampunk revolution, but then I only really dip into Faerun for cRPGs so I obviously don't have the emotional attachment to it that others understandably do. It looks to be a questline that has mutliple options for resolving it, too, so I'm looking forward to trying out some new ideas next time. Though one of my bugbears in many cRPGs are fights where there are civilians to save who don't seem to have any decent sense of self preservation, and that certainly was in evidence. And I did have some other niggles too. I enjoyed the Iron Throne as a bit of change of pace, and managed to get most of the hostages out on my first playthrough without knowing what to expect. The main thing I found confusing here was on the approach when there was a message from Gortash telling me to turn around or he'd destroy the facility. It wasn't clear to me that there would be an opportunity to save people if I didn't turn back: I'd have liked a bit of reassurance when picking whether to progress or not that things were still salvageable and I'd not done something earlier on that meant I'd set myself up to fail.
Back in the foundry, the battle upstairs was okay-ish. I'd still have preferred the gnomes to put more distance between themselves and the enemies, and the blinded gnome did die. But at least everyone else survived without me having to nanny them.
Downstairs was a complete washout. The battle was already in progress when I got down there, with a bunch of clumps of enemies each attacking 1-3 gnomes so no real opportunity to use AoE spells/bombs to thin out enemy numbers early on to minimise casualties. Though frankly I might as well have just blasted them as all the gnomes died anyway. Even the guy who survived to the end of the battle got taken out when the final Steel Watcher blew. As I experienced it in my first playthrough, I can understand why this would be unbearably frustrating if someone were determined to save everyone - or indeed anyone - against all the odds. I just found it fairly disappointing that the setup at the start was so balanced in favour of the enemies and against the gnomes, and that the gnomes' AI didn't have them prioritise putting distance between themselves and enemies more.
I am assuming, by the way, that if I sneak past and don't trigger the cutscene upstairs with Toobin after rescuing the hostages and just go plant the bomb, then the Gondians would die along with everyone else. If that's not the case, then we could do with some sort of hint in game that the gnomes would know to escape in time even if I don't talk to them.
Obviously, if saving the Gondians isn't an issue, this would all be a hell of a lot easier! Or if it were possible to sneak back into the Foundry and tell Toobin and one of the gnomes downstairs to give me 5 minutes to plant the bomb then just make a run for it without trying to fight more than necessary, though I guess it's reasonable that my raid on the Iron Throne put the facility on high alert.
"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"
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member
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member
Joined: Aug 2023
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Not saving anyone on the level 2 doesn't trigger anything. If your protect Toobin after the explosion against Iron Hand (or whatever the other gnome faction is called), the quest description still states you saved Gondians. It seems saving gnomes on the level 2 is not expected by the game at all.
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