Larian Banner: Baldur's Gate Patch 9
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marius Offline OP
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So far I've killed Minthara "discreetly"(although not discreet enough to be realistic) and Dror Ragzlin(placed smoky barrels and attacked from the beams). But now comes the tricky part. I read in a guide that you should kill Dror first and then let Halsin loose on the rest of the goblins. But after killing him all the goblins turn hostile, making the way to Halsin a bit arduous. Is there another strategy, like freeing Halsin before killing Dror? The problem is that I have no idea what will happen so finding it hard to motivate myself to try that first.

And what about Gut? Will he rampage through the weak goblins and leave the leaders alive? I'm looking for a solution that makes a little sense storywise, other than being smooth and easy.

Last edited by marius; 02/10/23 07:27 AM.
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The goblins will always go hostile after you kill Ragzlin. Just dispose of everything on that floor and then free Halsin, there is no reason for him to be up there fighting, if you don't need the extra hand.


"We are all stories in the end. Just make it a good one."

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You can free Halsin without triggering "kill the interlopers!" rally of the Absolutists.
You can arrange a tete-a-tete with Gut in a side room, lean in, look deep into her eye, lean in further, your foreheads almost touching, and kill her discretely then.
Befriend spiders and coordinate attack on Ragzlin with them. Easier said than done, though, as the spiders operate at their own speed.

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No need to do it in a specific order. I always go for Minthara first and smite her over the head. Next I have a nice chat with Gut, get everybody inside her room, close the door and smack her real hard. Lastely I have a nice chat with the spiders, just to make sure they don't aggro, go into Dror's room get everybody in the back area of the room or on the beams and call the cavalerie (the Orgres). Idea is to let them kill each other.

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There are ways to make each encounter simpler. I'll let you discover how, but Gut gets murdered in one round while she is alone (and supposedly so are you). For Manthara it is beneficial to go through the dialogue with a toon that has sanctuary placed on them with everyone else outside of reach (one next to the drum - but not close enough to be shoved - and destroy it first opportunity) having sprung Razza helps here as well especially if you have no intent on keeping her alive. As noted, the hobgoblin should be left for last, because all the goblins become hostile inside and out when he dies. Go through his dialogue scene and come out in his favor in any manner. Then blow the whole damned room up. Just make sure to have the smoke powder set up to his left. Do not want him and his loot to fly into the chasm forever lost. The other methods are not wrong, but I do not want to babysit Halsin while he is in Bear form (in a Campaign I want him to live anyway) and I find the Ogres more useful in another fight and would rather them perish in it for 2 of my own reasons.

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Go to the worg pens kill all, saving Halsin, then walk back through the door and over the ladder, kill the 2 goblins and eye then over the "bridge" and kill Minthara. Walk to where Gut is in the front hall and kill all these, then take the ramp back up to Dror and kill them.

Have some heal potions and initiate under stealth if you can. It's not difficult.

Now you have access to Underdark but do long rest and come back and kill all the goblins outside. Long rest and walk back in the front door and there are 5 in the entrance hall. Go to the west side, make the small jump and unlock the door, kill the ogre and do the puzzle to unlock the Underdark.

Spiders optional.

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It really depends on your playstyle. And the difficulty level. If you're on Tactician for example, there are fewer viable options because the enemies have 30% more hp and +2 to attack rolls etc, meaning if you don't have advantage or a chokepoint, you'd have to potentially 'cheese' the game. This response involves 'not' cheesing it on Tactician so lower difficulty levels open themselves up for more options. One long rest and two short rests should get you through all three.

- So when you go through the goblin camp and the big double doors, you're greeted with a hallway with some goblins talking. Flanking either side of this hall is a high ground terrace. Get your characters up there on one side. Then initiate combat, unalive the goblins on the same terrace as you are, and use grease on the base of the ladder and path leading to the ladder. Your goal is to own as much of the turn economy as possible and goblins playing slip'n'slide on grease reduces the number of hostile responses to your actions. You have the high ground and just hit the goblins from the safety advantage provides you.
- At this point, you'll just have cleared some grunts. Now Priestess Gut is further down the hallway, where you'll now have a series of stone columns on either side. Move a couple party members to either side and then create an illusion or do something to bring the goblins closest to your position into initiative.
- Use the columns, run out, cast a spell, shoot an arrow, then hide. Use grease here as well to minimize their ability to dash over to you. Any goblins who 'save' on the grease should be priority over the prone ones.
- Gut will join this fight and you've funneled them all into this corridor so just wear them down.

*********************************************

- For Minthara, there's a huge double door that leads to Dror on the right of Dror's room. Don't open that door, but keep your folks in front of it and do the same thing you did with the columns earlier. Minthara's room is to the immediate right of Dror's and Dror's troops won't aggro as long as his doors remain closed during the Minthara fight and you don't show yourself through the holes in the wall when the guards are pacing in Dror's room. Run out of cover, long shot into Minthara's room, then hide. Hit the closest goblins/Minthara on back. Also you can ignore the 'Eye' here

**********************************************
- For Dror, go back downstairs first and open the dungeon cage door. There's a couple spiders in there.
- Using potion of animal speaking (or a spell of the same), convince them to attack the goblins. You want to do this after you've cleared everything up to Dror's door (not inside) but the random sentries outside Dror's room, or the spiders' AI gets stuck in their cell with those goblin archers shooting down at them
- The spiders will run up the stairs and are good cannon fodder for you when you open Dror's door. They also blind goblin casters
- When the fight starts, Dror is the problem due to his AOE buffs for the rest of the grunts
- Keep your folks in cover as much as you can from the ranged enemies as Dror will come right out to attack you in melee. If you can engage Dror while in cover from the ranged enemies, that's where you'll have the fastest takedown. And again the spiders will provide a good distraction. Dror will rock their world but the grunts will take a couple turns to out them. If you can keep Dror focused on you and not the spiders that is.

And that's it. Of course all of this is even easier if you have Halsin with you.


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