Baldur's Gate 3

Baldur's Gate 3

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Arcane Tower - buggy as hell?
Can anyone help?

I'm trying to get through the Arcane Tower.

First, I find out that if you "kill" a turret (meaning get it below zero hit points), it immediately resets to full health. What the hell???

Second, when I put a flower in the generator and hit combine, it says that I've "started a conversation" but there's no conversation... and I can't move, I can't do anything. What the hell???
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Showing 1-15 of 15 comments
I didn't encounter second problem, but for the first one: you can disable turret by placing sussur flower near it.
Raz Jan 29 @ 10:24am 
Turrets cannot be "killed" they just shut down. Once shut down they don't get back up so isn't an issue.

A cutscene should play but that is bugging out if you're stuck. Have you tried using a different character to use the flower? It shouldn't matter but sometimes one character won't work but another will. Its an odd bug that I have only experienced a handful of times.
Last edited by Raz; Jan 29 @ 10:24am
Originally posted by Raz:
Turrets cannot be "killed" they just shut down. Once shut down they don't get back up so isn't an issue.

A cutscene should play but that is bugging out if you're stuck. Have you tried using a different character to use the flower? It shouldn't matter but sometimes one character won't work but another will. Its an odd bug that I have only experienced a handful of times.

The turrets are, in fact, resetting. I hit them for more damage than they have, and poof, full health and they keep trying to kill me.

I figured out the second bug though. If I have more than one flower in my inventory when I activate the generator, it freezes. If I only have the one that I'm putting in the generator, the cutscene plays.
Last edited by ShadesOfKnight; Jan 29 @ 11:20am
There are 4 sussur flowers in the tree.

Put one into each characters and use them to advance one character at a time. Put a character near the outer 2 towers tehn advance 2 inside the tower and neutralize the turrets there..

After that is easy, you recall the 2 guys outside of the tower. Finally use someone with misty step or fly to reach the bottom.
Last edited by Exarch_Alpha; Jan 29 @ 11:27am
you can also hide from the turrets behind the pillars
siics Jan 29 @ 12:56pm 
I use invisibility with a lockpick char, run past the turrets and jump from mushroom to mushroom down to the backdoor - or use misty step to teleport down.
jonnin Jan 29 @ 2:38pm 
heh, I never thought about flowering them. Turn based move, shoot, move and they die forever for me. I have seen them grow a new head, but they seem to die in spite of that on my games. I have not seen it grow a new head and attack again, sounds like a bug.
I always figured the flowers were the intended move, There are four turrets and four flowers.

Once you have the turrets shut down, you can then go down to the tower's garden (there is even a handy pair of boots of featherfall to help you with this), get a flower from the garden, and use it for the generator.

That shuts down the turrets permanently, so you can pick up the flowers and take them upstairs to shut down Bernard's friends (if you want to fight Bernard).
Is this a Tactician mode thing? Just electrocuting them always worked to shut them down permanently for me on normal difficulty
Raz Jan 29 @ 4:19pm 
Originally posted by The HR Department:
Is this a Tactician mode thing? Just electrocuting them always worked to shut them down permanently for me on normal difficulty

Nope. I am on Honour mode and just bonking them with a hammer or using Shocking Grasp takes them out permanently.

The fact dude has the conversation bug, I am wondering if that is causing the issue because the turrets are semi-tied to the cutscene for shutting down so they might be stuck in a loop.

I have never seen them bug at all in all my 2.5k hrs in this game and north of 280 mods. Just zap/bonk, move on.
jonnin Jan 29 @ 5:13pm 
I agree with Mike that the flowers is probably the "correct" answer, as they are at least a little annoying to kill so bashing them is, in hindsight, the brute force undesired answer.
wtiger27 Jan 29 @ 5:50pm 
Originally posted by siics:
I use invisibility with a lockpick char, run past the turrets and jump from mushroom to mushroom down to the backdoor - or use misty step to teleport down.

This is how I deal with them. Works fine. You can also use feather fall to get to the ground from the mushrooms.

You actually only have to unlock one door and that is the one on the ground level after getting the flower needed. And there is really a way to not even have to unlock it. There is a pipe you can use if you cast gaseous form to slip thru it to the room where the flower is used.

Also at the entry level, where the turrets are, you don't need to unlock that door ether. To the left of the door, is a large window you can jump thru.

I don't have to spend any time attacking the turrets or worrying about them attacking me. You are invisible after all. Go into combat mode. Plenty of time to bypass them.
Raz Jan 29 @ 6:23pm 
Originally posted by jonnin:
I agree with Mike that the flowers is probably the "correct" answer, as they are at least a little annoying to kill so bashing them is, in hindsight, the brute force undesired answer.

Very easy to kill... Grab a Maul. Grab anyone with Great Weapon Master. Cast Jump Ritual on them. Enter turn based mode. Jump right behind the turret. Hit hide. End turn based mode, hit with hammer. You should outright kill it more than not, two tap it to finish it. It's how I clear all of them from the outside front way all the way to the two inside. So long as you go into Hide before turning turn based mode off, they don't just swivel onto you.
Last edited by Raz; Jan 29 @ 6:24pm
klaek Jan 29 @ 6:28pm 
Even if you damage the turret to shut it down they can still reset if a flower gets close then moves away. So if your character that is using a maul to disable them via damage is carrying a flower they will reactivate as soon as they walk away.
Raz Jan 29 @ 6:56pm 
Originally posted by klaek:
Even if you damage the turret to shut it down they can still reset if a flower gets close then moves away. So if your character that is using a maul to disable them via damage is carrying a flower they will reactivate as soon as they walk away.

I have never brought a flower near them. Is this possibly OPs problem?

Oye, OP, are you carrying a Sussur flower and they are getting back up after you move outta range with said flower?
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Date Posted: Jan 29 @ 10:19am
Posts: 15