Baldurs Gate 3: Teahouse in BG3 - walkthrough
Don't know how to defeat Auntie Ethel and save Mayrina in BG3? Read this page of the guide on to find out how to get through the door in the witch's lair - Teahouse, green hag.
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Save Mayrina is a side quest in the first act of Baldur's Gate 3. Your goal during this quest is to get through Auntie Ethel's teahouse and rescue Mayrina. This guide page will show you how to navigate through the witch's lair.
This quest is the biggest challenge you'll encounter in the Wilderness. Therefore, we recommend leaving it for the very end of the region. Before starting the quest, we strongly advise having the party at least at level 4.
How to reach the witch's lair?
The quest will start automatically when you meet Auntie Ethel and Mayrina's brothers at the entrance to the marshes. You might come across them during another quest while searching for clues to cure your parasite. We have described the beginning of the quest on a separate page of the guide.
Head to Ethel's teahouse on the western edge of the swamps. There you will find Ethel and Mayrina. At the end of the conversation, Ethel will teleport the woman below the teahouse. If you have found the bodies of Mayrina's brothers near the side entrance to the teahouse or if you inquire about Mayrina, Ethel will immediately end the conversation, take the kidnapped woman, and send out four dwarves to fight you before escaping through a secret passage behind the fireplace. Otherwise, you will have to find the passage yourself - the fight with the dwarves will begin as soon as you try to pass through.
During the fight with the dwarves, ignore Auntie Ethel - she will spend the entire battle running away. The dwarves start the fight outside the teahouse, allowing you to shoot at them from a safe distance during the first turn. First, get rid of the two blood mages - they are less durable, can cast Hold Person, and attack from a distance. Without them, the remaining two dwarves can only fight in melee. After the fight, search the teahouse, extinguish the fire in the fireplace, and go through the hidden wall behind it to reach the overgrown tunnel, Ethel's hideout.
How to get through the witch's lair?
Ethel's hideout consists of four rooms. In the first chamber, you will need to find a way to open the large, enchanted doors. By talking to the doors, you can learn their secret through an Intimidation or Persuasion check (DC 10). However, instead of talking to it, you can also put on one of the masks lying on the table next to the doors (be careful - every six seconds, you will need to pass a Wisdom check, or Ethel will take control of you and force you to attack the rest of the party). The door's secret is that they are an illusion - you can walk straight through them as if they didn't exist.
In the second room, you will face four masked slaves of Ethel. Each turn, they make a Wisdom saving throw and will not attack you if they succeed. Use the vines to climb to higher levels and gain a height advantage. Spend as little time on the ground as possible - the floor is full of mud that reduces your movement speed. After the fight, proceed to the next room through a small waterfall.
One of Ethel's victims in this fight, the Mask of Regret, can be saved. To do this, you need to activate non-lethal attacks in the passive effects tab, defeat her with a melee weapon to knock her out, and then remove the mask after killing Auntie Ethel. Removing the mask from the servant while the witch is alive will instantly kill that person. The other masked slaves cannot be saved.
The third room is a large slope made of vines, covered with explosive traps and gas fumes. You need to get to the other side. There are several ways to do this - you can, for example, use Perception to spot gas vents and throw items from your inventory to block them or detonate the gas with fire. However, the simplest way is to cast the Feather Fall spell on the party and jump to the bottom of the slope - thanks to the spell, you will survive the deadly fall without any damage. A few steps further, you will find Mayrina and face Auntie Ethel.
How to save Mayrina?
To save Mayrina, you must defeat Auntie Ethel without letting Mayrina die and without trading her during negotiations. We have described the boss fight on a separate page of the guide.
If you manage to save Mayrina, the quest will continue. Mayrina will be angry with you unless you previously revealed to her that Ethel killed her brothers. Enter Ethel's workshop and take the Bitter Divorce wand. You can now visit Mayrina at her husband's coffin near the teahouse, where the final decision in this quest awaits you.
- You can use the wand. Mayrina's husband will rise from the dead as a mindless zombie. You can then keep the wand to use him as a familiar or give it to Mayrina.
- You can destroy the wand, which will upset Mayrina, though she will eventually accept it.
- You can keep the wand and not show it to Mayrina. The quest will remain in your journal as unfinished, but Mayrina will still appear in act three. The effect of this decision is functionally identical to destroying the wand.
Regardless of your choice (unless you resurrect Connor and then kill him), Mayrina will appear later in act three, where another side quest related to her will be available.
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