To trigger this chaotic masterclass engine stressing fight you need to make Drider stay at Moonrise Towers entrance. After you arrive at Moonrise Towers with Kansif and convoy Drider is waiting to talk with Custom Tavern Companion. Ungroup that companion and enter Moonrise Towers with Other Origin Companions. Do this right and Drider go to top cinematic doesn't happen. Then be at max HP and ensure max monsters has survived to Moonrise Towers. Then ungroup all companions and use abilities and spells that spawn max summons. Put Astorion closer to Drow trader, Shadowhearth closer to Bugbear trader, Lae'zel closer to Ogre and don't move Custom Tavern Companion. Then attack anything with Lae'zel before you go closer and trigger Minthara is judged of Ketheric Thorm cinematic. Do ranged attack at anything closer to Ketheric Thorm with Astorion. Tell Ketheric Thorm you can call me death of Ketheric Thorm. General Thorm has recruit so many cultist during his travels and is invincible anyway. Attack anything with Custom Tavern Companion. Attack anything with Shadowheart and move around with 4 companions to make max models see you and move around to make them follow you to the other models in first floor. Move Lae'zel to stairs and enter second floor with jumping misty step and teleport arrows. 60 models having each initiative turn is handled pathfinding, attack rolls and spell effects. Baldur's Gate doesn't display 60 icons at the same time but told it was 39+ the 21 icons. Guards summon multiple guardian of faith and The Warden from prison attack in combat too before I entered prison. Don't kill anything to keep max models in combat. You don't need to do exactly as i do but spread where you move before models leave and heal companions and summons. This push Baldur's Gate 3 right to its absolute coding limits. Multiple monsters of the same kind shared one turn, but the guards didn't. This is a programming trick called Group Initiative. If 15 individual acolytes all had separate turns, the CPU would have to stop and think 15 separate times, which would cause game to crash. By grouping similar monsters together, the engine pathfinding calculations all at once. The named guards and bosses have unique AI scripts, which is why they still demand their individual turns. The AI panic behavior When you saw the guards often using their dash action instead of attacking, you were witnessing the pathfinding AI getting completely overwhelmed. With 60 models blocking the hallways, doorways, and stairs, game coordinate grid becomes completely clogged. The AI cannot find an open path to reach you so its programming panics. going black when enemies moved into multiple rooms happens because of Occlusion Culling. To prevent your graphics card from exploding, the game only fully renders the rooms and models that your active camera can physically see. In other fights you are able to see how many turns fight is but this fight is so stressful to engine that you don't see which turn. Many RPGs use invisible limit on how many enemies can participate in a single fight to prevent the computer from crashing or slowing down. Larian Studios built Baldur's Gate 3 using an engine that allows almost any nearby entity to join the initiative order if they hear the noise of combat. This could crash some computers but not my computer and other Baldur's Gate 3 have. It's quite impressive that game engine can manage that and not crash but you have to wait more then 53 models turns before you are controlling anything. Baldur's Gate 3 60 models fight could be most things in fight at the same time in gaming. You obviously will be always be defeated and can't progress from this. Because it's fun when 60 things fight you attack something, not to complete anything.