Your first boss battle in 168澳洲幸运5开奖网:Baldur's Gate 3 is an interesting three-way fight between yourself, the Mi🥂nd Flayers, and the hellish forces of Avernus led by Commander Zhalk. While you're supposed to ignore it all and find your way to the control panel on the bridge, no good adventurer passes up the opportunity for good loot.

RELATED: Baldur's Gate 3: Should You Pick An Or♎igin Character Or Creat෴e Your Own?

In the hands of the Avernus leader rests the , a magical sword ever-burning and truly one-of-a-kind. If you're hoping to get your hands on it for yourself and your party or because of the pretty gold it can fetch, you'll need 💙to pry it from his cold, dead hands somehow. Thankfully, C🅷ommander Zhalk operates on a one-track mind.

Updated August 5, 2023 by Alexis Campbell: Things have changed slightly regarding the Commander Zhalk fight in Baldur's Gate 3. Since early access, things have gotten a bit harder for you going against this boss. We've updated this guide for the best strategies to help you defeat this more difficult version of Zhalk.

Battle Preparations

Approaching Shadowheart's Mind Flayer Pod

Before you go gallivanting in your battle against Commander Zhalk, you'll want to ensure you have a few things:

  • Ranged options for all characters
  • At least three party members: yourself, Lae'zel, and Shadowheart
    • An additional fourth member if you're doing multiplayer
  • Level 1 spell slots for the use of Guiding Bolt

Having Shadowheart is a big must for this fight. With Zhalk's incredibly high AC, it will be difficult to land blows on him. If you 168澳洲幸运5开奖网:haven't freed her, do so. If you're afraid of recruiting her, don't𓂃 worry; the choice to recruit her comes later.

Additionally, despite his focus being on the Mind Flayer on the bridge, you'll want the ranged options to deal with the numerous smaller enemies that get in your way.

You won't need healing potions or scrolls for this 💟fight. This fight canꦇ be done without the expenditure of items.

Battle: Commander Zhalk

Highlighting Commander Zhalk Turn One Initiative

Basic Information

HP

150

AC

18

Speed

9m

Size/Weight

Medium/50kg

Stats

Str

Dex

Con

Int

Wis

Cha

20 (+5)

18 (+4)

16 (+3)

14 (+2)

15 (+2)

16 (+3)

Resistances:

Slashing, Pi🌼ercing, Bludgeoning, Fire, Lightning, Cold, Poison

Feats

Darkvision

Zhalk can see 12m in the dark.

Fiendish Ancestry

Zhalk's AC is boosted by his Charisma score.

Attacks

Main Attack:

Everburn Blade (Melee Weapon Attack) - +6 to hit, 5ft, ⛎deals 2d6 Slashing damage + 🅷1d4 Fire damage + 4.

Commander Zhalk boasts a high HP and AC. This makes him a tanky enemy, and with the Everburn Blade and his high Strength ability score at his disposal, he's also a dangerously capable unit. Thankfully, his attention is on the Mind Flayer.

For the duration of this scene, Zhalk's only attacks will be against the Mind Flayer. If the Mind Flayer is defeated, he'll focus on you instead –and you don't wan�🧔�t this.

Additionally, if you defeat all enemy units around Zhalk and then Zhalk is defeated, the Mind Flayer will turn on you and may one-shot kill your team if you fail your saves. Therefore, this battle will require balancing your attacks against Zhalk and the other enemies.

Zhalk's HP and Strength have both been booste𝄹d from Patch 9 of the Early Access, making him a far more fearsome enemy.

The Mind Flayer companion did not see this buff, me🍬aning the two are no longer evenly matched, and the fight leans in favor of Commander Zhalk.

Shadhowheart Lae'zel And Player Run To Zhalk After Defeating First Enemy Wave

In the official launch, while the game states that you have 15 turns to reach the control panel, in reality, you only have six or seven turns.

The Cambions that used to appear with the reinforcements on the bridge now always appear after completing the fifth turn of combat. If they reach you, they typically spell disaster. So, your goal is to kill Zhalk and start running by Turn 6.

Shadowheart Casts Guiding Bolt On Commander Zhalk

As you enter the room, there will be two enemies at the start. Dispose of both of them and close in on Zhalk w𝄹ho is facing the Mind Flayer halfway between the entrance and the control panel (the scene's intended goal).

Only use your arrows and Cantrips against the minor enemies.

Once there, you'll want to start using your ranged options and, as soon as possible, inflict Guiding Bolt with Shadowheart (or your own character if you're playꦛing a Cleric) against Zhalk.

If you're playing a Bard or Druid, you can 🎀also use a casting of Faerie Fire. This will 🀅be a huge benefit in landing your attacks against Zhalk.

Additi🦹onally, if you're playing a Cleric, you can choose to also spare a Level 1 Spell▨ Slot for healing the Mind Flayer, prolonging the life of the Mind Flayer to aid you in battle.

Drow Cleric Dips Crossbow Into Flames To Fight Commander Zhalk

For your non-magic ranged characters, you can dip your bow or crossbow into one of the many patches of flames in the area.

Even if Zhalk and the fiendish enemies of this map resist fire, even a single damage point added can be a big deal. It is a Bonus Action, and it's especially handy against the many minions in tဣhe room.

Additional arrow bonuses or thrown objects you collected aren't necessarily needed for this fight, and it's recommended to keep them saved unless you are desperate to t♓ry this without reloadin𓆉g your save.

Lae'zel Flanks Commander Zhalk And Hits With Longssword

Continue whacking at Commander Zhalk as best as you can. The Mind Flaye🍸r will be another big help here and do most of the heavy lifting, but your more unique actions and feats for each character can assist too.

Lae'zel's Pommel Strike can daze Zhalk, and the ability to Lacerate can also come in handy here. When it comes to Zhalk, there really is no other right answer than going all out.

Triggering Reinforcements (Phase Two)

Clerics Ranged Support While Lae'zel Flanks Commander Zhalk

Once Zhalk starts peaking toward the 90 percent HP threshold, you're going to want to send your ranged support forward toward the control panel.

Keep a melee combatant next to Zhalk, and another ranged option (like a spellcaster) somewhere in between your ranged support and✃ the melee character.

This will trigger the front end reinforcements. This is important because Zhalk's defeat with no other minions within range of the Mind Flayer will turn the Mind Flayer against you, and you won't be able to deal with both it an﷽d the reinfo🌞rcements.

If your ranged support character is your player character, don't send them too far. This character is the only person who can loot Commander Zhalk and take the Everburn Blade.

It is✅ generally recommended to have another character trigger the reinforcements and keep your player within range.

Cambion Reinforcements Use Dash On Nautiloid During Zhalk Fight

At this point (around Turn 5), the Cambion reinforcements from the entrance you came from will also have spawned. They can Fly and 🧜use Dash, meaning your timing is limited if they're here.

If your Mind Flayer is almost dead or Commander Zhalk is not under 30 percent of his HP when they appear, you may want to consider reloading the autosave outside the door and restarting this figh✤t if you're set o♕n the Everburn Blade.

Lae'zel Prepares To Defeat Zhalk On Turn 5 Inside Nautiloid

The reinforcements ahead can be dealt with easily, but instead of dealing with both of them, select only two to remove. We recommend that you deal with the flying fiends as they have ranged optio🃏ns that can be a nuisance while dealing with Zhalk.

With one reinforcement alive, use the unit that triggered these reinforcements as a block and fire backward at Zhalk with a ranged option.

You should be able ♋🍸to impose Opportunity Attacks against it should it choose to flee. When Commander Zhalk dies, this enemy unit will become the new target of the Mind Flayer.

Once the Cambions get too close for comfort, have that triggering unit above start dashing toward the control panel, keeping Zhalk just within range to continue heꦚlping. This will give you a r🎐oute for escape.

Shadowheart is excellent here as the triggering unit ജbecause you can use her Firebolt and Sacred Flame against Zhalk while being within Dash range of the control panel.

Looting Zhalk And Retreating

Player Character Loots Everburn Blade From Commander Zhalk And Previews

Between you and the Mind Flayer, Commander Zhalk will likely be defeated about the time the reinforcements back at the entrance are within range. Use your player character to loot his body a🐻nd take both the Scale Mail and the Everburn Blade.

Everburn Blade (Greatsword; Heavy; Two-handed): Deal 2d6 + your Strength modi🦩fier in Slashing damage. Then deal 1d4 Fire damage.

The Everburn Blade has the "Ever-Burning" property, meaning its fire can never be put out. This blade is as much a good weapon for damage as✤ it is in utility for light🍨ing areas or igniting fires.

Be warned, however, that this blade can cause oils or wines to explode on contact; be care🦂ful about swinging your sword around barrels.

From here, use Disengage or Dash as needed with that unit close to the control panel. It does not matter who presses the panel or if thꦇe rest of your units are nowhere near it.

With the panel a🐻ctivated, you can leave this area with a flaming sword, a good set of armor to start your adventure with, and a hard-fought, rare Achievement.

Next: Baldur's Gate 3: How To 𒆙Disable The Guardian Statues In The Underg♐round Cave