This guide will show you some of the best tips and tricks that you can use to minimize the damage while maximizing all of the needed resources during minor battles in the game.
The Hobgoblin Battle of Act 1
Head north. There’s a cave there under attack by hobgoblins and hyenas. Don’t fight them or go into the cave entrance. Instead, go to the east of the cave. There’s another entrance, but it’s a tricky tunnel with traps. Go inside, be careful with the traps, and position your group halfway between this eastern entrance and the cave.
Choose one member to go talk to the defenders in the cave and start the fight. Make sure they quickly leave the cave and come back to your group. The hobgoblins will come to the eastern entrance one by one. When they stop coming, send one person to the tunnel entrance to lure more out. Some may stay in the cave. Guide your party through the eastern tunnel and approach the cave opening. Defeat the remaining enemies.
Once the cave is clear, you’ll find a black chest inside. Don’t open it yet. Head west, and there are Zhent traders who will reward you for leaving the chest closed.
The Battle of Emerald Grove Act 1
To protect the Emerald Grove, start by dealing with the Goblin Camp. Purchase anything useful from the Zhent traders inside the camp before attacking. Keep an eye out for drums that call for reinforcements and a scrying eye in Minthara’s office. Remove these and extinguish any open flames that might accidentally ignite your grease. Venture deep into the camp, reaching the prison area where Halsin is disguised as a bear. Eliminate everyone, including goblin children, to prevent them from summoning help. Halsin will then reveal himself and join your camp.
Conquer the camp systematically, sparing Volo if you want him to join your camp. Saving him in Act 3 will reward you with eight smoke powder barrels. Most of the fights are straightforward, except for Dror Ragzlin, who poses a challenge. Congest the doorway to his chamber with furniture and smoke powder barrels, adding oil barrels for extra comedic effect. Use ranged attacks to lure them to the entrance, and when enough enemies are congested inside, ignite the barrels. Now, only Minthara remains a threat, but she’s easy to handle with another minion in her office.
Outside, clear the courtyard, balcony area, and the surroundings of the camp’s outer gate. If that wasn’t challenging enough, defending the Grove along its outer walls presents a different level of difficulty, day and night.
The Githyanki Creche Act 1
Make the battles in the creche easier by using furniture strategically. This works well in three key areas: the tadpole removal room, the training room, the commander’s office, and the arena with the Inquisitor. Block the entrances with chests and obstacles to make attackers navigate around them. Meanwhile, use ranged attacks to deal damage.
Take the commander’s office as an example: fully block the open stairway in front of the commander’s desk and attack her assistant from outside. This forces the commander and her assistant to attack in pieces as they leave the office. Wolves, unable to pass the blocked stairway, linger near the desk, doing nothing until you dispatch them with ranged attacks.
The Underdark Forge Act 1
Close to the forge, there’s a boss named Grym, a massive robot with 300 HP. Before combat starts, you can cleverly position smoke powder barrels where Grym appears to knock off 100 HP. With some strategy, you can do even better. Split your party and encircle Grym, keeping him occupied by luring him toward one member who attacks, then shifting attention to another party member before Grym can deal any damage. Grym might be big, but he’s not too bright. With this tactic, Grym is as good as defeated.
The Murder Tribunal Act 3
Approaching Sarevok Anchev through Candulhallow’s Tombstones without getting involved in the storyline? Start by luring the three guardians away from the tribunal antechamber without talking to them. Use Grease to make them awkwardly move forward, making the combat less challenging. Even Sarevok and the three Echoes won’t pose much of a threat. Position your party on the platform overlooking the tribunal, bait them, and make them ascend the platform before attacking you.
However, be cautious, as triggering a cinematic prevents extensive preparation. Enter the chamber, go right, climb the platform, and take down an echo with ranged attacks. This way, you can handle the situation efficiently without delving too deeply into the storyline.
The Wyrm Dragon Act 3
Prepare for the dragon encounter by using elixirs of lightning. This simple step will make the fight much easier. Once you’ve taken this precaution, the battle with the dragon should be straightforward and manageable.
Mystic Carrion Act 3
Choosing to side with Thrumbo offers a way to end Mystic Carrion’s immortality through that storyline. Alternatively, if you decide against siding with Thrumbo, you can locate Mystic Carrion’s heart in the basement beneath Philgrave’s Mansion. Regardless of your choice, make sure to use elixirs of necrotic resistance before the battle and employ Shadowheart’s Create Water spell to eliminate nausea. Failing to do so can turn the battle into a chaotic and challenging situation. Even if you’ve recently defeated Raphael and felt confident, Mystic Carrion’s encounter can be unexpectedly difficult. Be prepared to face this formidable foe with the right precautions.
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