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BG3 Massive Spoiler Thread
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<blockquote data-quote="Ruin Explorer" data-source="post: 9096568" data-attributes="member: 18"><p>I found two things which rather trivialized that dungeon myself.</p><p></p><p>Firstly - You can talk [ISPOILER]the demon into killing all his allies and then himself with speech checks, and there's even some payoff for doing so later in the game. If you're having difficulty fighting him that's probably the way to go. You might need to talk to him enough to understand his situation to do so.[/ISPOILER]</p><p></p><p>Secondly, there's another boss fight later on in there, and this is a minor hint if it gives you trouble[ISPOILER] - the cutscenes show the boss dude sorta flying around. But that dude cannot fly if you just boot him off the platform. I won initiative with my Swords Bard and so just immediately hit him with Mobile Flourish twice and he was gone, just leaving his minions, who are weakened by his absence. He has some loot but if you don't have a serious necromancer on your team, it ain't worth it, so welcome to Sparta I guess.[/ISPOILER]</p><p></p><p>Kind of impressed with the game for something it did it earlier - there was a timed section, and the timer was very tight, and in order to make sure an NPC "made it", I had to leave Gale just outside the "exit" (literally right by it, but not through it like everyone else). I thought RIP Gale, see you in camp when Withers reses you buddy, you died a hero, but nope, the game played a cutscene of Gale just barely getting through the exit, so I guess they were thoughtful enough about this that they put in a "close enough" option! That's honestly really cool, and needlessly overengineered in the best kind of way. The whole timered section was pretty cool, and the way I completely blundered into it was handled gracefully by the game. I think you're supposed to like get in a clever way, with clues and working it out and subterfuge and stuff, but I just it Bard-style, with a bunch of lies, bluster, bluff and foolhardiness leading me to something I'd never expected!</p><p></p><p>Also the ability to throw small monsters absolutely paid off hugely in there - a baddie summoned "suicide bomber" monsters right next to someone I was saving, and if you kill them, they explode (and he was inside the radius), if they get to run up to the person, they explode, and they're not really easy to magically CC due to various factors. So I just got Karlach and Lae'zel in there and lobbed the little bastards as far as I could, and just barely got them far enough that they couldn't do their job. I considered lobbing the person but he was too heavy (supposedly, I don't believe for one second Karlach couldn't carry them under one arm) and only on 4 HP at that point so the landing might have killed him. There were other solutions, a Sanctuary spell would have worked perfectly, if Gale was nearby he could have used Dimension Door to get them away and so on, but you work with what you go, and I had a couple of big bruisers! So monster toss it was!</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9096568, member: 18"] I found two things which rather trivialized that dungeon myself. Firstly - You can talk [ISPOILER]the demon into killing all his allies and then himself with speech checks, and there's even some payoff for doing so later in the game. If you're having difficulty fighting him that's probably the way to go. You might need to talk to him enough to understand his situation to do so.[/ISPOILER] Secondly, there's another boss fight later on in there, and this is a minor hint if it gives you trouble[ISPOILER] - the cutscenes show the boss dude sorta flying around. But that dude cannot fly if you just boot him off the platform. I won initiative with my Swords Bard and so just immediately hit him with Mobile Flourish twice and he was gone, just leaving his minions, who are weakened by his absence. He has some loot but if you don't have a serious necromancer on your team, it ain't worth it, so welcome to Sparta I guess.[/ISPOILER] Kind of impressed with the game for something it did it earlier - there was a timed section, and the timer was very tight, and in order to make sure an NPC "made it", I had to leave Gale just outside the "exit" (literally right by it, but not through it like everyone else). I thought RIP Gale, see you in camp when Withers reses you buddy, you died a hero, but nope, the game played a cutscene of Gale just barely getting through the exit, so I guess they were thoughtful enough about this that they put in a "close enough" option! That's honestly really cool, and needlessly overengineered in the best kind of way. The whole timered section was pretty cool, and the way I completely blundered into it was handled gracefully by the game. I think you're supposed to like get in a clever way, with clues and working it out and subterfuge and stuff, but I just it Bard-style, with a bunch of lies, bluster, bluff and foolhardiness leading me to something I'd never expected! Also the ability to throw small monsters absolutely paid off hugely in there - a baddie summoned "suicide bomber" monsters right next to someone I was saving, and if you kill them, they explode (and he was inside the radius), if they get to run up to the person, they explode, and they're not really easy to magically CC due to various factors. So I just got Karlach and Lae'zel in there and lobbed the little bastards as far as I could, and just barely got them far enough that they couldn't do their job. I considered lobbing the person but he was too heavy (supposedly, I don't believe for one second Karlach couldn't carry them under one arm) and only on 4 HP at that point so the landing might have killed him. There were other solutions, a Sanctuary spell would have worked perfectly, if Gale was nearby he could have used Dimension Door to get them away and so on, but you work with what you go, and I had a couple of big bruisers! So monster toss it was! [/QUOTE]
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