Saving the Gondians is a complicated task in , partially because of how it intersects with several other side quests. "" begins in Act Three, and represents the culmination of two separate quest lines: disabling the Steel Watch and the ongoing love-hate relationship between Barcus Wroot and Wulbren Bongle. Gondians are gnomish worshipers of the inventor god Gond, enslaved by Banites. Once the player has traveled to the Steel Foundry or the Iron Throne, they'll meet either Zanner or Obelia Toobin. Either NPC will then ask them to help save the Gondians from oppression.
Most good-aligned characters will inevitably want to save the Gondians. Responsible though they are for the construction of the deadly Steel Watch, they only participated under duress, and certainly not of their own volition. But protecting them can be difficult — they're under siege by both determined cultists and bloodthirsty Sahuagin. Frustrated players on their third or thirtieth attempt may find themselves wondering whether saving the Gondians is worth the effort. But like many other quests in , this one has resounding consequences throughout the rest of the game.
Baldur's Gate 3 features a truly mind-boggling level of detail, and one gross scene that isn't likely to show up in most campaigns proves it.
In order to succeed in the quest “,” players will have to open the gnomes' cells, then protect them from Sahuagin as they rush into a submersible. This fight is on a timer — the whole place is rigged to explode after a few turns. They'll then return to the Foundry, where the remaining Gondians will attack their Banite oppressors. If Obelia is still alive — or Zanner is successfully deceived into thinking she is — Zanner will join the next section of the battle.
However, the Gondians here are hooked up to Motivators — explosive collars that the Banites can detonate at will. If the party didn't deceive Tamia Holzt into giving them control over the Motivators earlier, they'll have to deactivate
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