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Turn them off or leave the cave.
That is odd. There shouldn't be an environmental turn at the place lol.
Might come as a weird question, but have you tried ... to switch the turn mode off? I mean it did work for me in the Underdark. There is a point, where you are attacked by earthquake and the game enters turn mode with this environmental turn at the end. When I switch turn mode off, it's gone and I can freely go further. So might work at the telescope as well. It also works in the goblin camp, when you do the chicken run with the owlbear cub, when you start the race, enter turn mode to stop time, because you have 10 turns to finish and real time is short for it. When you switch to turn mode, the owlbear cub appears as an environmental turn at the end of the "combat row". When the race ends, the game automatically exits turn mode and the environment is gone.
When I think about it, whenever you enter turn mode outside of usual combat, there is an envirnmental turn at the end of the combat row. Maybe OP accidentally switched turn mode after the fight with the goblin ended, or it bugged out, hard to say, but switching it off should help.
But thank you all for helping, after only 14 hours I feel drained in motivation of continuing
The thing about the goblin leaders is this:
kill Priestess Gut first silently in her private chambers, she even invites you with the right dialogue, if you're not a half elf, or other race immune to sleep potion, then perhaps letting yourself tie up might be a better choice, the Priestess is then dealth with instantly (might need a skill check, not sure), then go for Minthara, knock her out, if you will, for later recruitment in Act 2, or kill her, either way deal with her, she's pretty much secluded and there's only few guarding her, save Dror Ragzlin for the last, because he has a huge audience and the adjacent areas are easily accessible, that makes the whole camp hostile.
Also you can escape from battle to your camp, if you're far enough from your current enemies. Later you reappear in the place with everyone cooled down, unless they see you again, so you could eventually sneak out of the goblin camp (or teleport away, prefferably). You aren't required to slaughter the whole camp, just the three leaders, then kill a few goblins surrounding them, if you must and run away.
That will happen unless you are discrete about it. Kill Priestess Gut when she takes you into her chambers. Have one of your companions close the door when you get in. That is how I have did it for a long time. Never get any other goblins to fight.
Minthara can be killed ( or knocked out if you want her later in Act 2 as a companion ) and you will only have to fight a couple goblins if you move your whole party over close to her and kill the roaming Eye when you attack.
The other boss, well, you will need to fight a bunch of them. So make sure you try to pull them thru the large door, so control is better. And don't try it when your too low level. You want to be level 4+ for there. It can be done earlier, at level 3, with the right classes and careful strategy.
No need for companions to get involved anyhow, Gut closes the door herself, not only closes, she locks it. When you kill her and loot her body (for the parasite), you also find a key and only with it (or through lockpicking before looting) can unlock/open the door and return to your crew.
Occasionally the sentinal/mage slayer reactions pile up so much that I don't even get in a turn before she is toast. It's not the most efficient way to do it, but it's the most amusing way. At least for me.