Video summary
Baldur's Gate 3 - Part 73 - Clowning Achievement
Main summary
Key takeaways
Storyline (Baldur’s Gate 3: Part 73)
- The party investigates a “creepy murder basement” connected to Father Logan and a refugee who fears what happened.
- They discover the killings are not random: a cult conspiracy is involved, with murders done to collect specific body parts as proof/credentials and to gain access.
- In the tunnels beneath the temple, the player finds evidence tying the crimes to a doppelganger-linked plot (including Orin, who uses imitation/transformation), plus notes and artifacts suggesting deeper temple involvement.
- The investigation extends into the under-temple caves:
- They locate the Stillmaker (a key murder-related weapon), which provides the lead needed to continue the case into the city.
- They find a guarded chamber affected by cloud kill, plus hidden areas, vents, and traps.
- A major conflict follows near the water/ship area involving the Stone Lords and thieves/assassins under Nine-Fingers, implying criminal warfare and connections to larger cult operations (the Absolute).
- On the boat and around the aftermath, the party retrieves mind flayer tadpoles (“mine flares”), supporting the idea that the conspirators are moving assets into Baldur’s Gate.
- They return to town and bring fresh evidence to Detective Elephant, leading to the “case closed” moment regarding the open hand murders, with the next step involving Constable Devela and deeper links to Bal.
- Finally, the party infiltrates the circus of the last days, only to find it has been used as a cover for the same cult:
- The circus includes impersonations (doppelgangers) and staged chaos to kidnap/transport victims.
- Dribbles the clown’s death and remains become part of the body-part mystery (including missing pieces required for an effigy/art goal associated with “Mistress”).
Gameplay Highlights & Key Events
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Investigation through exploration and stealth
- Turning lights on, entering caves, searching bodies, reading notes, and following blood trails/hidden mechanisms.
- Using traps/displays/lever-doors and searching for missing items (notably a hand).
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Combat setup and positioning
- Approaching enemies with high ground when possible.
- Using character-specific tactics:
- Boots/Movement + crowd control
- Guarding chokepoints
- Rage/attacks optimized by bonus action vs. action economy
- Exploiting environmental control (ice, prone control, ranged “chip” damage, etc.).
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Specific strategy moments
- Handling anti-ranged rules from mind-reading cultists (ranged disadvantage).
- Stunning strike to start a fight effectively and stack lightning charges.
- Counterspell used to shut down enemy casters (including a “level 3 counterspell” moment).
- Psionic tools used for strong defensive/offensive control, including a reaction-based “spell-cancel” concept via psionic domination (described as powerful for stopping magic).
- Trap navigation and counter-trapping
- Cloud kill segment: dash in turn-based mode to loot and exit without taking full prolonged damage.
- Steam/mine-trap area: vent/steam hazards considered; mines disarmed or bypassed by creative placement.
- Guidance given: cover vents rather than disarming them (disarming vents is described as very tricky).
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Circus fight mechanics / infiltration
- The circus environment is treated like a tactical battlefield:
- Neutralizing key infiltrators (doppelgangers, cult members) quickly.
- Fighting creatures/entanglements inside the circus grounds, including cages and unusual summons/monsters.
- Special circus-themed item mentioned:
- A clown-themed hammer that can force enemies to roll vs. laughter effects (players view it as disruptive/strong).
- The circus environment is treated like a tactical battlefield:
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Quest/Case progression
- Evidence assembled from:
- Corpses’ testimony (eyewitness-style info)
- The murder weapon (Stillmaker)
- Notes connecting murders and suspects to Bal resurgence
- Detective Elephant gives the party a direction to pursue Devela and access to Lower City via a pass.
- Evidence assembled from:
Notable Items/Finds Mentioned
- Creator Elixir of Arcane Cultivation
- Stillmaker (+2 weapon; includes hold person functionality described as enchantment)
- A set of notes linking killers to Bal’s favor/resurgence
- Corpse Grinder (a two-handed weapon with bonus thunder damage and an “area spell”-type effect named Grand Slam)
- Circus-related collectible:
- Face painting kit (clown makeup use until long rest)
- Various treasure/loot:
- Money, rings, medicine, and a necklace noted as especially good for an elemental cantrip/casting-modifier build
Key Tips / Takeaways Highlighted
- Use turn-based mode for hazardous looting (e.g., cloud kill chambers).
- Approach fights from advantageous angles (high ground) and manage action economy (bonus actions vs. action-heavy choices).
- Anti-caster tools matter: counterspelling enemy spellcasting can swing fights immediately.
- Don’t assume bodies will talk normally: some corpses are blocked by built-in magic/limitations.
- Circus = valid infiltration environment: treat “set pieces” as combat/tactical opportunities to prevent kidnappings and chaos.
Gamers/Sources Featured
- Many a True Nerd (John/host mentioned in the subtitles)