Protect the Myconid Circle |
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Type | Quest |
Act | 1 |
Location | Underdark |
Reward | EXP, Valuable Items |
Protect the Myconid Circle is a Quest in Baldur's Gate 3. Protect the Myconid Circle can be acquired during the chapter 1. Completing Protect the Myconid Circle will progress the story forward.
Protect the Myconid Circle Objectives
- Talk to Spaw at Myconid Colony
- Kill the Duergars at Underdark - Beach, then report to Sovereign Spaw
Protect the Myconid Circle Walkthrough
- You can find the Myconid Colony at the north of Underdark. Speak with Sovereign Spaw to get this quest.
- After you've defeated the Duergars at Underdark - Beach, return to the Myconid Colony. Sovereign Spaw will open the entrance to the "Sovereign's Refuge" where you may collect several items.
- You may recruit Glut to assist you in killing the Duergars. His skills and abilities to resurrect the dead help make this quest a lot easier. Afterwards, he will request that you kill Spaw as there can be only one Sovereign. You can either betray Spaw or elect to kill Glut instead.
- Killing Glut will be the end of him and you can then collect your reward from Spaw. The creatures Glut resurrected will turn hostile as well. If you do this in the Myconid conoly, the other NPCs will also attack.
- For killing Spaw, and all of the inhabitants of the Myconid Colony, (except Blurg, who will fight for three rounds when you attack the colony, then teleport away), Glut will give you the title: King Bringer.
How to unlock Protect the Myconid Circle
- Myconid Colony, Sovereign Spaw
Protect the Myconid Circle Rewards
Protect the Myconid Circle Notes & Tips
- You can use Glut to resurrect the Minotaurs, they carry Greatclub.
- You can also use Glut to resurrect Bulette, with 2/3 of its maximum hit points.
- Anonymous
You can use Glut to resurrect the spider matriarch after pushing her down the hole she's right next to the Minotaur so you can use her to bag you some Minotaur an steam roll through the area
- Anonymous
Wierd situation popped up with Glut. Killed the derfs, all fine. Made me an offer to kill Spaw, took it, betrayed. All good. Instead of KILLING Glut... I petrified him. Counted as a death. Again all fine... then because I wanted to kind of RP wise, show him off for the colony... I threw some potions at him to heal him... no big deal... then the entire colony went aggressive. Not Temp Hostile. Perm Hostile. I think it messes with the load order in the background if you keep Glut alive "technically", and then heal him, as it likely counts you as having sided with Glut, despite having "killed" him. Long story short? Just kill him. Dead dead, not ded? ded. Otherwise the game will think something wonky happened. Unless you're keen on siding with Glut... then go ham. You won't be able to talk to Glut either, as he will be an enemy as well, not to mention KO'd, and/or petrified.
- Anonymous
If you kill spaw in 1 round the rest of the village will de agro. And in my play though he gave me the quests to kill the worm in the cave.
- Anonymous
You can finish both objectives for Spaw (killing duergar, bringing Nere's head) and then still side with Gut and kill Spaw. This did seem to mess up Glut's reward though as I received no items. But I got about 900xp from killing the two sovereigns, the colony, and the two Society members so all is fine
- Anonymous
Congratulations, I played myself lol
In previous battle I used Shadowheart's illithid ability to prevent glut dying. Before end of battle I resurrected someone with glut.
Cue glut battle, Shadowheart nails him with a Guiding Bolt, only to have the illithid ability proc and now he has more health than the battle started with.
Oh, and he has the high ground. Neat.
- Anonymous
Also if you decide to kill Glut any creatures that he has raised from the dead will also attack you along with him. I had to fight one of the minotaurs twice because of this.
- Anonymous
For killing Spaw, and all of the inhabitants of the Myconid Colony, Glut will give you the title: King Bringer.
If you choose to kill Glut (or speak to Spaw first) you will be given the title of: Peace Bringer.
I know of no items you receive for eradicating the Myconid Colony.
Interesting Note:
Blurg (the Hobgoblin Wizard) will fight for three rounds when you attack the colony, then teleport/invis away while saying something.
Fell like he's going to play a part in Act 2.
Why can't I find any information about the extreme op buff of "Spores of luck" (translated back from my language) which I also get with unlocking the "Sovereign's Refuge".
This buff give me +1d6 to ALL attack, rescue and attribute throws. So basically a free 1d6 to everting till the next long rest.
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