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#893019 06/09/23 05:33 PM
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Does anyone have a strategy for saving all of the Gondians in Act 3? I swear, these guys are just desperate to die.

This is my most consistent strategy so far, but it's a bit cheesy since it involves pre-casting haste


Turn 1)
Karlach uses Corpsesgrinder's special attack to knock the closest group of guys closer to the group further back
Gale with pre-casted Haste double casts level 5 fireball at the group of 3 Gondians.
Main character with pre-casted Haste deactivates both detonators
Wyll with pre-casted Haste double casts level 5 fireball at the group that Karlach bunched up, careful not to hit the Gondians.

The group has now been thinned enough that the Gondians can survive (with some luck) a round of combat

Turn 2)
Regular DPS round, Gale and Wyll manually end their Haste after using their second action.

Turn 3+
Trigger the Steel Watcher Explosions, Gale or Wyll banish the steel watchers before they explode


Really annoying complications:

-They resist banish
-They don't try to stay inside of invulnerability spheres. When enemies move into the invulnerability sphere, they'll even exit it so that they can catch more of the now invulnerable enemies in their AoE spells
-They constantly run by enemies, eating as many attacks of opportunities as possible
-I can't target allies with command, preventing me from ordering them to flee
-They never disarm detonators, I have to do it
-Mage Hand can't disarm the detonators, so I *have* to use someone's full action each time.
-They completely ignore Steel Watcher detonations, and in fact run into the AoE in an attempt to hit them more while they're in the middle of detonating

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I was actually writing an almost identical post then saw yours. This fight drives me nuts. The NPC AI is terrible and often ridiculous. I've had several occasions when NPCs cast or throw an AOE on the ground, JUMP INTO THE MIDDLE OF IT, then run out again.

The Gondians on the lower floor have an absolute deathwish. I had a rage quit moment last night and have decided I can't save them all, so as long as I keep Toobin alive, I've decided not to care.

I'd love to see any strategies that work well.

Also, do the neural switchboard things do anything? I've had a go at destroying them but can't tell if they have an effect.

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That reminds me of when I saved those fishermen from the fish monsters. The man thanks me, then walks into a moonlight beam, getting incinerated.

Last edited by Clowntje; 07/09/23 11:39 AM.
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Originally Posted by Clowntje
That reminds me of when I saved those fishermen from the fish monsters. The man thanks me, then walks into a moonlight beam, getting incinerated.

Proper lols - yes, I've had npcs do that as well. That's particularly funny though.

Also, I've just finished the Gondian lower floor fight. Had one Gondian left with a primed watcher about to explode, everyone safely under a invulnerability dome, and on the very last move, he ran out from under it and got himself blown to smithereens.

Honestly, screw them. I didn't bring Toobin with me, so there's one of them left, and if they are that stupid, it's just improving the gnome gene pool. I'm beginning to think Wulbren has a point.

Last edited by Magenpie; 07/09/23 12:10 PM.
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I have managed to save everyone and get my team back with three rounds still on the clock, so it's not that bad. But. It does happen where the Gnomes just stand about and 'forget' to take their turn. That's a reload situation, really.

As for strategy. Before going through the hatch and triggering the turn-based countdown, prepare.
Speed and actions is the obvious choice, so Haste preferably as a twinned spell, bloodlust elixer is a prize here. Action Surge should be ready to go.
Also, have some lightning or cold damage spells or weapons ready in favor of fire as all the enemies will all be wet. A well placed lightning bolt will tear through the Sahuagin like there's no tomorrow. Mirror Image, Spirit Guardians are super handy to have. Also, bring your familiar if you have one. Just for occupying the enemy for a turn. Items that prevent getting restrained, typically boots, help a ton. Also, Misty Step and/or Dimension Door.

A potion of Speed works for haste, but you'll loose a turn to Lethargic, so keep that in mind. Also, never break the concentration of the caster who hasted.

Alright, through the hatch we go.
Step one, murder that guy by the door. The Sahuagin are total pushovers, but they have nets that will lock your people in place. Summon a mage hand on either Gale or Lae'zel or something. That mage hand has two roles: Pull the levers on the nearby doors, and, if that's done, tank a reaction by triggering an AOO. That will likely not happen, but you'll be glad to have it ready if you do need it.

You'll notice there's three rooms with captives, apart from the one you start in. Two have water on the floor, one has not. Enemies spawn from the water. That means in the 'dry room', no reinforcements will spawn. The character that has the most trouble with numbers or actions should go there. I send one person in each direction, keeping one near the ladder. I tend to pick Shadowheart for that, because I never invest in her speed; she's there to put down Guardians of Faith, Spiritual Weapons and CC anything that runs after the prisoners. I tend to cast Healing Word on hurt Gnomes and Dukes, too, but it's not really necessary.

Then. Take your time, and make sure everyone's rounds are as efficient as can be. You're in turn-based mode, time doesn't fly for you, treat it as such. Hope/plan to trigger Polearm Master/Sentinel if you can.
Some enemies will patrol in real time, wait for them to reach your character before ending a turn, and not using your action, for instance. If your character didn't rescue someone or kill a Sahuagin, you're doing it wrong. Keep an eye on the Initiative order. Always take out those that go before the captives first.

Tank reactions. It's better to have them AOO you than the 12HP Gnomes, so just take one for the team and move to where you need to be.

Then. Don't pick locks. I was a moron the first time around, picking the locks on the doors, casting Knock and breaking them with Disintegrate. That costs an action. Use the levers instead, they're free to use. There is one captive on a dentist's chair or somesuch, that one *does* take an action.

Be the last man out. More enemies will spawn in the water and will come for the captives. It's better if they come for you. If the Dry Room guy is done, rush him back towards the stairs and help there, snipe the monsters or something.

lastly, if all else fails - your guys can be resurrected. IF only one man makes it back, you can still save everyone. For a matter of coin, of course.


Fear my wrath, for it is great indeed.
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Originally Posted by rodeolifant
I have managed to save everyone and get my team back with three rounds still on the clock, so it's not that bad. But. It does happen where the Gnomes just stand about and 'forget' to take their turn. That's a reload situation, really.

/snip


lastly, if all else fails - your guys can be resurrected. IF only one man makes it back, you can still save everyone. For a matter of coin, of course.

Ah - this is such a good strat for the underwater prison, but the fight we're talking about is after that in the Steelwatch Foundry. Sorry for the confusion.I feel bad though because you've taken the time to write such a good plan, so thank you for that!

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Just finished this one long, tough, complex, fun, sequential fight(s)

What worked for me.

Yes, Had to loose some Gondians, first/second time in , meet toobin then rescue hostages at worgs hatch sub etc. before going downstairs not elevator I think this was a second time. Cant remember details. lol
Yeh I think 1st i went downstairs fought tiill I got letter info on where iron throne is worgs, etc. Hath under crates I couldnt find first time. After I cleared wrong prison too. lol
So loot, read all notes, desks etc untill you get hint to where "hostages" are. Iron throne Prison, waterfront, wearhouse, etc worgs,

Finish iron throne with enough gondians. I saved 7 lost 3. Minsc and Gale died but washed up on beach to be revivified. Did long rest. No one tried to kill or seduce me. LOL
FYI: I think there was a civilian lady too that got killed, and washed up on beach.
Must save Toobins daughter and talk in return trip in sub.
Yes I had to respec group, spell slots, Misty Step !!!, 3x jump spell, bring use portal spell and 3x scrolls, etc
Save Duke and Oelluum sp? Ithilid kool dude.

Then they will rebel and fight or run away to safety next time in factory.
Have to repeat 1st floor fight against 4 n talk to gondian survivors that dont run away. The go talk to toobin again tell him his daughter is safe. Then he comes with you to free factory and get to control room, zombies, brains, etc.

Yes have to time it right with activator crystal things. Use one player to deactivate levitating crystals in 1 turn ish. 3 crystals I think. F5 F8
Used dash, misty step and teleport door once or twice. Aoe carefully and heal (cleric Shadowheart) some gondians to save. Leave toobin safe is rear.
Brought Toobin with me down stairs, not elevator and for Titan boss fight. He can and should survive to reunite with daughter we saved form prison. My opinion.
Left him and went all the way out of factory for another long rest just before Titan boss fight. Must do, before titan and he waits there.
Dont fight next to him its a wipe and he dies but can loot codes.
Split up and spread out on 2 upper sides of room behind railings the cant cross, lol and range aoe. etc burn down, with heals.
Let Toobin blow factory after.
Then like 7 gondians survive and meet up outside.

F5 F8
I smoked the 4 iron gnome punk ass mo fos afterwards, careful not to hit any gondians, ie lightning charge, aoe etc etc, just heal them. Let them gank the dickweeds.

After what they say I was tempted to light the fuse on the bomb they gave me and give it back to them. LOL
Sry if its scetchy description but it was complicated to get through it all . ha ha Have fun. Be patient. Good luck.

Last edited by Hawkmoon25; 07/09/23 10:25 PM.

Thanks,
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Originally Posted by rodeolifant
I have managed to save everyone and get my team back with three rounds still on the clock, so it's not that bad. But. It does happen where the Gnomes just stand about and 'forget' to take their turn. That's a reload situation, really.

I guess I wasn't clear. This was for the steel watcher foundry fight, not the iron throne.

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I managed to save three of them on the first level. I used area effect heals and made sure I deactivated the device as soon as it showed up.

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I noticed a good way to get friendly npcs out of harms way is to throw them. Since throwing counts as attack, a fighter can throw 3 people each turn. (or even 6 with double action)

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Using throw is a good idea. Though I always feel bad tossing gnomes or dwarfs. ha ha


I watched gamepillar walkthrough yt vid. Good walkthroughs, not sure if its ok to say that here.

So the question is can you go in the first time talk to Toobin and read the note on desk at top of stairs by elevator about submersible maintenance get the 2 journal updates without loosing any Gondians in the process.
Seems the fight always starts as soon as you enter lower level. by stairs or elevator.

Maybe with greater invisibility, hide and misty step, teleport from elevator. Not sure.
I Might load an old save and try it.

OK I just did it with Gale/Shadow.
Had to pick lock to factory door 20, see dialog, skipped 1st fight, no key to security office, picked lock, 15, talked to Toobin, journal updated, about finding families location, snuck back to elevator with Gale n shadow with teleport, no fight, went down with Gale only with greater invisibility and hide, misty step from elevator to desk, read note, journal updated, sub maintenance, hide, misty step back to elevator, was spotted, fight started, took a hit, then my turn so used elevator lever and bailed back to ground level and could skip that fight again, off to prison then, etc etc etc...
Not sure if this path would spare more Gondians or not. Seems safe.

Fun, but not my usual style.
I heard the dialog about the Bane worshiper killing Lowa's wife and threatening her son and I must immediately turn into an owl bear and feed on her evil flesh...nevermind what Minsc and Boo might do...lol

Last edited by Hawkmoon25; 09/09/23 07:11 PM.

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My solution using a Bard with Gale, Karlach and Shadowheart,

Put Karlach into the middle of the fight as quickly as I could. let her start going nuts with her two handed sword. I used Spirit Guardians with Shadowheart, also wading her into the middle of the fight and then began casting Mass Healing Word. This healed the Gonidians as well as my party. My bard used Call Lighting to hit a few enemy targets at once and failing that also used Arrow of Many Targets from his hand Crossbow. Gale made us of Magic Missile and Witch Bolt to keep enenies tied down.

Between the healing and the various area effect spells the Gonidans stayed alive fine. When the controller dropped I immediately moved Gale or whoever was closest over to disarm it. At the end of the upper level I only lost a single Gondian.

Last edited by Zentu; 09/09/23 06:24 PM.

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