Where to Find All 7 Pieces of Dribbles the Clown in Baldur s Gate 3 clown gate 3.

Where to Find All 7 Pieces of Dribbles the Clown in Baldur's Gate 3

Baldur's Gate 3, in the spirit of Dungeons & Dragons, doesn't dampen the player with absurd plots and settings. However, no quest is as absurd and mysterious as "Dribbles the Clown".

It's a long side mission that doesn't give you a clear focus, so if you don't want to spend hours running around, you can definitely help put together all of Dribbles' parts in Baldur's Gate 3.

Where to Find Dribbles the Clown in Baldur’s Gate 3

You can start collecting Dribbles' body parts at any time, but you need to complete the quest at the Latter Day Circus in Rivington. You can enter this area when you arrive at Baldur's Gate in Act 3. The circus is located in the west of Rivington, on the street that serves as the entrance to the Lower Metropolis. To enter, you need to convince the gate guard and his creeps or pay them 200 gold.

After this, go to the stage at the back of the metropolis to watch Dribbles' concert. Ask the werewolf if the clown's space is rented. After taking out the clown and his minions and turning some of the guys into wrecks, talk to the circus's ringmaster, Lucretius, and your quest to find the real Dribbles will officially begin.

How to Find All of Dribbles’ Body Parts in Baldur’s Gate 3

There are seven types of Dribbles parts to collect, the first two of which can be found in Rivington. The first two can be found in Rivington, and the other two require you to get past the first guard and enter Lower Metropolis.

This quest runs parallel to the "Murder Investigation" quest, which can be started by going to the "Shrine of the Open Hand" near the circus. It's recommended that you complete both quests at roughly the same time.

Clown’s Severed Hand

If you're cunning, you can sneakily steal the hand from Popper without him noticing.

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The first location is inside the circus, so it's easy to find. Go to the other side of the circus area and find Popper's stall. You'll need to use experience points, such as Faith or Regen, to convince Popper to give it to you.

Clown’s Severed Torso

Look for the hatch in the temple's kitchen.

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Dribbles' body can be found beneath the Temple of the Open Hand as part of the "Investigate" mission. Enter the temple and into the kitchen to find a bloody hatch to the basement.

Jump in behind this cupboard.

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After passing through the ritual room on the north side of the basement, there are several small buildings with several closes. Looking behind the closet, there is a hole in the wall and you can jump from there. When you jump a certain number of times and follow the road, you will fall into a large room with a pitfall full of corpse. You need to win the doubles several times, but then examine the corpse and find the corpse.

Clown’s Severed Pelvis

Proceed to this lane. And open the door at the end.

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The dribbler-basin is the first road point in the area, the basilisk gate, as a result, the first share you will find in the big cities below. If you look behind the scenes, there is a small path on the left side, so if you go straight there, you will see a closed blue door. If you open it with the help of the master, you will find a corpse with a basin from inside.

Clown’s Severed Arm

The stabbed residence is behind the eastern wall of magic.

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On the east side of the sorcery (outside the building), there is a small house with a sign with the door closed. When the door is broken and inside, there is an important box to find a hatch hidden in the wall. Open it with the castle support, go underground, where you will find one corpse with dribbling hands.

Clown’s Severed Leg

If you look at a room full of spiders and corpse, you'll find a necessary house.

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Head to the center wall of the metropolis below and go straight west, you will find a labler residence (X: -77, Y: -68). From inside, see the assassination one string scenes and the hatch that you have to sink again. Take out the source from the cupboard in the corner of the room and integrate it.

When you go to the basement, you can see the corpse sitting in the middle of the ritual circle. Find him and find a clown's leg.

Clown’s Severed Foot

Rhinform House has an original design.

Larian Studios

Dribbl e-Leg is located in a place not far from the leg room, on the lower floors (x: -92, y: -119) in the rhino blast. If there is no security guard nearby, you can integrate with the main door or go upstairs to the second floor using the experience value of Misty Step, and turn it off.

In any case, on the first floor of the house, there is a hatch and another corpse, as you have already thought. Note that this corpse in the basement has some traps to operate.

Clown’s Severed Head

The hatch is located southwest of the park.

Larian Studios

Dribbles Head is the hardest of the hosts to find, since it's actually in the zone, and you usually only visit it at the end of the main mission. But if you want to finish Dribbles' quest faster, you can get there.

First, find the hatch on the path southwest of Bloomridge Park (pictured above). Follow the path north from the hatch to a room with a road point and two hanging bodies.

If you haven't met Orrin Reddish at your camp yet, a scene from him will play here. Then, shoot an arrow at one of the bodies so the blood fills the ring, opening the door to the right.

Shoot an arrow at one of the bodies to touch the door and continue on your way.

Larian Studios

Go through the fallen pillar and across the chasm. Open the iron door ahead, examine the scene, and wild Alex's corpse to find the last one, Dribble's Head.

Now we can return to Lucretius and finally give him this complicated quest and put the unlucky clown to rest.

Legion Raid Guide for Kakul-Saydon Gate 3

Kakul-Saydon Gate 3-The third encounter plays the player as part of a four-man legion. Kakul-Saydon has two difficulty levels, "Rehearsal" and "Normal", and becomes accessible upon reaching the values ​​of 1385 and 1475 accordingly.

Contents of this page
  • 1. Instructions for the Legion Assault on Gate 3 of Kakul-Saydon
  • 2.. Setting Pati Kakul-Saydon
  • 3. Equipment Request for Kakul-Saydon
  • 4. Materials Available for Gate 3 Kakul-Saydon
  • 5. About Kakul-Saydon's Placement
  • 6. Gate Mechanics 3 Kakul-Saydon
  • 7. Mechanics of Kakul-Saydon "Gate 3"

Legion Raid Guide for Kakul-Saydon Gate 3

The battle here takes place in an unpretentious scheme of two giant Mario-like mechanics and four mini-gag organizations.

In short, each player in the group plays one Mario-style minigame, and there are two giant mechanics. One is "Shoutim" (HP 90), the other is "Bingo Board" (HP 0).

You have 12 minutes. Don't count the Bingo Board, as it has a separate timer.

Kakul-Saydon Party Setup

For each approach, a class that helps is recommended, for example a Bard or Paladin. As for the other three, all are highly likely. Movement and ranged classes have a slightly higher chance of getting more boss apothecaries.

Kakul-Saydon Gear Requirements

It is absolutely possible to finish the raid at object level 1475, since the DPS checks are not difficult at all.

4 3-value engravings, a combination of 3-value and 4-value tripods, 6-value and 7-value gems - this is absolutely enough to experience yourself in the raid.

As a card set, if your class benefits from Creta's speed, "LostWind Cliff Set" is a good choice. If there is nothing, for example, other sets that benefit from HP are suitable. Since Kakuru does not receive auxiliary damage from the light source, the light of the rescue set here is unusual.

Kakul-Saydon Gate 3 Consumables

You can take HP Elemental Potions and unify time caps, wind clenades, adro fin potions, and catalyst time, based on those that are missing.

Kakul-Saydon Positioning

No classic positioning is needed. Instead, you will fundamentally decide who will play a specific game of Mario.

Kakul Saydon Gate 3 Mechanics

First Mario Game

Mario and Kakul do not do damage, as in all min i-games, but start by throwing a pentagra m-shaped area that symbolizes the beginning of mechanics. The mechanic starts with HP152. In this IRGE based on Mario, the beginning of mechanics looks like this:

Players who have agreed in Mario's first game require at least 50 % of indicators, fill in indicators and transform into clowns. Reincarnation to a clown is a single way to enter a rainbow portal found in the middle of the room and teleport to a min i-game. The person on the ground does not get in the way, but the rainbow portal in the center gets in the way:

There are some things to be aware of before entering the portal:

  • When you transform into a clown and enter the game with Mario, it's great if you have the chance to throw a bomb (clown skill Q) on a scorching battery or boss.
  • Standard skills can leave gifts on the earth, eradicate them, and the best players are reduced in caliber. Some Relm are still wonderful, and when you go to the portal, you can make arrangements quite easily.

A burning turret is a good way to get a saved clown caliber, but it must be eradicated by launching Mario, for example, how to move, the rest of the arena of the people. I have the ability to bother the part:

What is the moment when the player enters the game "Mario", another player wants to receive a symbol on his head randomly, in front of his paint (or symbol, symbol, in front of a player surrounding "Mario" in this IRGE. In case of color blindness) is required.

Mechanics for Mario Player

The meaning of a game in Mario is to erase three true color balls. As a result, the curse of the player is removed from the outside. If Mario does not destroy three balls within the time determined by Mario, the debuff player will die. If you do not leave the game by the specified time, you will die.

Here, an example of the absolute min i-game "Mario 2" is introduced, including the mechanism of the preparatory entrance:

Mechanics for Players Outside

This time, when the game occurs in Mario, three players continue mechanical actions in their respective shares in the room.

One randomly falls into Kutsuka and has nowhere to go, and a slow-moving knife approaches Kutsuka.

The remaining two players are obliged to switch to the other side of the room, avoiding all kinds of obstacles on the way and annihilate the non-firing zone of Wampa in Kakura. The obstacles that are thrown vary depending on the Mario game you are currently playing against.

  • In Mario 1, the unsafe object is considered a rotating knife that fires at you with one shot. The task is made to stun the cache.
  • In this IRGE, Mario 2 is an unsafe object that pulls you to the edge of the room but does not kill you. The task is to stun the Kakura.
  • In this IRGE, Mario is 3 unsafe objects, a hook and a knife. The task is to stun the Kakura.
  • In this IRGE, Mario is 4 unsafe objects, a hook and a knife. The task is to take a typing test similar to Vykas G3 twice (one for each player) and then stun the cache.

Players released during the passage of Mario 4 will find 2 levers almost at the pot - once down, once up. If you approach the lever quite close, then you will receive an analysis of a series of words, which you will have to communicate with this level for. The player is obliged to agree with the upper lever and try not to approach the lower lever (drawing below), due to the fact that he will also receive an analysis of a series of words, this will only take more time.

Here is an absolute video example of the above mechanism in Mario 3 steps:

Practice your game with Mario in Trixion and do not be shy to talk to Beatrice. Here it is possible to practice in all four versions.

Second Mario Game

In the 125 hp bar you will encounter 2 mini-games Mario. Thoughts and mechanics, the main thing, are the same as in all other games on the subject of Mario, but the mini-games themselves stand out. Difficulty level 2.

Showtime

At 90 hp, Kakul will enter the center of the chamber and start a series of random and explosive events. The most unpretentious way to overcome these mechanics is to gather at a point on the southern side of the map and start approaching clockwise or counterclockwise depending on the direction you start firing from the first machine gun. In the provided case, we ran clockwise and counterclockwise:

An easy way to overcome such mechanics is to apply Side Ace and Inanna's skills next, move north and start moving towards the inside of the chamber. It will negate most of the damage you receive and clean your clown-caliber and deal you.

The most important thing about the mechanism of show time is to aim and erase two giant bombs with a yellowish conical telegraph.

The first bomb is accidentally noticed, and Corn Telegraph also accidentally aims for the player. If you do not pay attention to this part, it will be erased. The second bomb is easy to find because it looks on the other side of the first bomb.

After erasing the bomb, you arrive at the destination and start running clockwise or counterclockwise in a group.

This is the latest version of the sho w-time mechanism, with reddish target telegraph and yello w-like balls chasing in a certain direction, so you have to stay before that.

By folding together, you can secure an escape path, but be aware of everyone's movement speed. For example, if someone leaves someone, the person may die with a reddish telegraph.

Using a showtime template requires practice and quick finger handling, but if you hurry, it's not difficult to overcome the first trend.

This is an absolute example of the showtime mechanism:

Third Mario Game

When the HP bar reaches 79, you will come across a third Mario mini game. The ideas and mechanisms of this min i-game are the same as other Mari o-themed games, but the min i-game itself is outstanding. It is the most difficult to clear this mini game.

Fourth Mario Game

When the HP bar reaches 52, you encounter Mario's mini game 4. Ideas and mechanisms are the same as other Mario games, but the min i-game itself stands out. This mini game progresses very endlessly.

Bingo

The final stage of the battle is performed when Kakuru's feeling is gone. The room turns into a chess board, and the task is to create a bingo column to destroy the cakuru. If you make 6 rows of bingo, you will run out of Kakuru's HP, but if you use normal skills, you can speed up. This battle is allocated 14 hours, so you don't have to be impatient!

There are two white skullboard in this room, which is the starting point of bingo. The start position is always random.

The bingeline is a skull line lined up from end to end. It may be vertical, horizontal or diagonal. If you have five white skulls, you will become a bingeline, resulting in a loss of 10 HP bars. This part is made using a bomb, but the bomb is randomly received by a random player at a specific time.

The target player goes to the appropriate box, puts a bomb and explodes:

When the bomb explodes, the five white skulls become a cross. Therefore, it is important to strategically place bombs and create a full line. The rule is that the third bomb will always be a bingo. If it does not become a bingo, the raid will disappear. At the same time, if the third, sixth and ninth bombs make bingeline, you can make bingo at another timing.

All skull tiles fill your clicks very quickly, so don't step on them.

During the Bingome Kanix, Kakuru is still using mechanics from the previous gate, such as yellow bursts and lasers from gate 1.

Bingo-Stage-another mechanic from the hammer:

One or more giant hammer appears at the end of the column, and the place to hit is shown with an arrow. Do not approach this column.

Kakul-Saydon Gate 3 Side Mechanics

From HP180 to 0, you will encounter many other mechanics. The ultimate goal is not to put out a clown until Mario and the game come. The following is a list of possible mechanics:

Statues:

These two statues do not move and remain until they are defeated. While shining with white light, the players inside receive a clown caliber, so this is a good way to get it if necessary. Until it glows, you can approach without harm.

After a while, it will explode and cause a lot of damage, and the explosion range is wide, so leave it in the room only when you need it, and if not, it will be destroyed immediately after its appearance. Stop it especially before entering Mario Phase.

HP Swap

If the damage continues to be too low, the party member may receive a 15 second debuff. Ideally, there is almost no HP at the end of the buff behavior.

The good way to reduce HP is to sit on the edge of the room during the animation of moving flames.

Rainbows

Cakuru moves to the center of the room, and rainbo w-colored stripes appear continuously. Rainbo w-colored stripes appear twice or four times in a row. There is a free space between the rainbow stripes.

Silence Phase

Fire Portals

Kakuru blows a fire, and the flame ethrower and the flame ring appear for a short time on the map. These are not so dangerous, but they give a clown caliber and a debuff that is engraved.

Blue Telegraphs

Kakuru disappears, and blue telegraph waves begin to appear on the ground: < SPAN> When a bomb explodes, five white skulls become a cross. Therefore, it is important to strategically place bombs and create a full line. The rule is that the third bomb will always be a bingo. If it does not become a bingo, the raid will disappear. At the same time, if the third, sixth and ninth bombs make bingeline, you can make bingo at another timing.

All skull tiles fill your clicks very quickly, so don't step on them.

During the Bingome Kanix, Kakuru is still using mechanics from the previous gate, such as yellow bursts and lasers from gate 1.

Split

Bingo-Stage-another mechanic from the hammer:

One or more giant hammer appears at the end of the column, and the place to hit is shown with an arrow. Do not approach this column.

Laser

From HP180 to 0, you will encounter many other mechanics. The ultimate goal is not to put out a clown until Mario and the game come. The following is a list of possible mechanics:

These two statues do not move and remain until they are defeated. While shining with white light, the players inside receive a clown caliber, so this is a good way to get it if necessary. Until it glows, you can approach without harm.

After a while, it will explode and cause a lot of damage, and the explosion range is wide, so leave it in the room only when you need it, and if not, it will be destroyed immediately after its appearance. Stop it especially before entering Mario Phase.

Changelog

  • If the damage continues to be too low, the party member may receive a 15 second debuff. Ideally, there is almost no HP at the end of the buff behavior.

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Elim Rim - Journalist, creative writer

Last modified 13.11.2024

Dribbles' Foot Is located in the city proper, southwest of the waypoint Lower City Central Wall. There are seven different parts of Dribbles to collect, and the first two can be found in Rivington. The others will require you to get past the. Search The Lower City For Jester Pieces ; Found on a body in the basement of the Peartree House, southeast of Sorcerous Sundries (X: 32, Y: 99).

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