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Explore the shore in Baldur's Gate 3: how to save Myrkon from the harpies

Mirkon in Baldur's Gate 3

Explore the shore at Baldur's Gate 3 - a side quest in which you have to save Mirkon, a tiefling child from the Emerald Grove. Like the rest of the refugees, he was hiding from the evil goblins with his friends, but then he got into a serious mess, from which the boy must be rescued.

In the guide we will tell you how to start the quest Inspect the Shore, where to find Mirkon in BG3 and how to protect the boy from the harpies - we will analyze the battle tactics in detail. Read on to find out how to find Doni and Mol, and what to do if you can’t start a dialogue with Mirkon.

Where to find Myrkon in Baldur's Gate 3

Before you go in search of Mirkon, you need to visit the Emerald Grove. It is located north of the wrecked illithid ship, the Nautiloid. It is also recommended to recruit at least three people into the squad Willa, both have good long-range spells.

The protagonist's class is not important, but we also recommend stocking up on long-range attacks, because during the quest to save Mirkon you will have to fight from a distance, from the water.

Walkthrough of the quest Inspect the Shore in Baldur's Gate 3

First you need to defeat the goblins attacking the Emerald Grove, and then talk to the tieflings and druids to find out the reasons for the conflict. When the heroes are allowed inside, move to the right and up from the druids' location.

Mirkon's quest will begin when you hear a beautiful melody not far from the shore: women's voices will sing a smooth, mesmerizing song. Follow the sound and soon you will meet Mirkon himself. The tiefling boy listened to the insidious half-women, half-birds - the harpies. He stands knee-deep in water, and if he is not helped, he can easily become dinner for insidious predators.

How to save Myrkon from the harpies

At the very beginning of the quest you will have to a charisma test [CS - 5] to resist the enchanting music of the harpies. Also, instead of charisma, you can roll for wisdom; this option is suitable for classes Druid etc. The harpies will understand that their plan has been discovered and will attack.

Split the squad

It is important to split your squad to gain an advantage. It is advisable to take high positions on the right and left. From there it is more convenient to hit with long-range spells or arrows. At the bottom there should be someone who fights well in close combat - for example, Laezel.

The battle will begin, as always, with an initiative roll. Characters with high agility have an advantage, so the rogue Astarion will probably go first. It makes sense to take advantage of this to hide and strike from a shadowed area.

The harpies are at a distance, separated from them by water - it is deep, considered difficult terrain. It is difficult to move along it, therefore, when trying to get closer to the enemies, it is better not to leave the shore, especially since later the harpies themselves will fly to the heroes.

Another disadvantage: enemies will be in a position on top, which by default is more advantageous. The priestess Shadowheart will help balance the odds, or rather, her useful spell “Ghost Weapon” - it can be used at a distance of up to 18 meters.

If you're lucky, Shadowheart will go after Astarion, but it's better not to count on it, because priests usually have low initiative. Just use this spell on her turn. Point the ghostly weapon at the harpies who are out of range and singing.

Focus on the singing harpy

The song will lure the unfortunate Mirkon deeper and deeper into the water. From a gameplay perspective, singing is a charm spell, so you need to break your concentration. The Singing Harpy should always be the main target.

Protect Myrkon at all costs

Even when the boy realizes the danger, the harpies will be able to take over his mind again. Predators should not only be allowed to sing, but also to approach the tiefling. If Mirkon frees himself from the influence of the half-women, half-birds, he will run away to safety on his turn. After this, all that remains is to deal with the harpies.

Angry over lost loot, enemies will approach the characters. Laezel can be used here, especially if she is armed with the Eternal Flame blade obtained during contractions on Nautiloid. When you destroy all the harpies, talk to Mirkon, he will thank the heroes for saving you.

If in the dialogue you choose a “scary” line about how harpies eat tiefling babies for dinner, Astarion and Laezel will approve of this, but the kind Will and Gale will not like this behavior. In any case, Mirkon will tell you about Maul, the main ringleader of a gang of young thieves; you will have to find her to complete the quest. Another tiefling, Doni, will show you the right path.

Then you can go in search of the Mol or explore the shore. If you climb into the harpy nest, you will find a Ring of Colored Splashes. The artifact itself is not particularly useful, but you can feed it to Gale without regretting the loss of the enchanted item. You can also find several chests with gold along the water.

Where to find Doni

Return to the Emerald Grove. Doni is located in the Stone Hall location - this is another small tiefling from the local “gang”. Previously, he could have already been encountered by the heroes - the boy was engaged in petty thefts, trying to pick the pockets of strangers. Find the child and talk to him: when you mention "Dragon's Lair", the boy will point to a secret age. Go underground to find Maul.

Where to find Mol

After talking with Doni, the entrance to the shelter will open. Go down, on the left you can find a chest, from which there is an abyss. You can overcome it with the help of the “Misty Step” spell, you can also use Laezel, who has the “Psionic Jump” skill. 

You will meet the Mol itself a little further, opposite the entrance. She is a one-eyed tiefling girl with a very feisty personality. She doesn't act too nice, but she will thank her friend for saving her. After this, the young thief will offer to steal the Idol of Silvanus in order to take revenge on the Druids. When you finish talking to Maul, you can talk to Mirkon again to receive your reward.

What to do if you can’t talk to Mirkon

Sometimes a bug occurs where you can't talk to Mirkon. It’s worth trying to leave the location and enter again. In any case, this does not affect the age and completion of the quest. The task is considered completed after you communicate with Mol.

We hope the article helped save Mirkon in Baldurs Gate 3 and receive a reward. If you have any questions, please ask them at comments. In the corresponding section of the site you can read other manuals on Baldur's Gate 3.

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