Ad placeholder
Save Mayrina

Save Mayrina is a Quest in Act One of Baldur's Gate 3. The quest is acquired by running into an argument between Auntie Ethel and Mayrina's brothers - Johl and Demir, south of the Blighted Village.
Objectives[edit | edit source]
Objectives and journal entries may vary pending story decisions and outcomes.
Walkthrough[edit | edit source]
Meeting Ethel[edit | edit source]
Auntie Ethel can be first encountered in The Hollow in the Emerald Grove at X: 192 Y: 544. She runs a small shop selling lotions and potions. Ethel notices the player character looks ill, prompting the option to reveal they were infected with a mind flayer tadpole. Ethel states that she can help, but does not have supplies at the Grove. She invites the party to visit her in the wetlands.
Confrontation with Mayrina's brothers[edit | edit source]
Ethel can later be encountered again, southwest of the Blighted Village at X: 45 Y: 313, just after entering the Sunlit Wetlands. Here, Johl and Demir are accusing her of kidnapping their sister, Mayrina. During this confrontation, the party can choose to side with Ethel, side with the brothers, or refuse to get involved.
If the party sides with Ethel to protect her from the brothers, a fight is initiated in which Ethel remains passive. After the party defeats the brothers, Ethel asks them to come to her teahouse so she can thank them properly. When taking this option, the brothers can be knocked out with non-lethal attacks instead of killed, which is the only way to canonically save their lives in the game.[1]
If siding with the brothers, Ethel drops the act, reproaches the party, and departs for her teahouse. The brothers then set out to save their sister, no matter what dialogue option is chosen, which ascertains their death. Their bodies can later be discovered in the vicinity of the teahouse.[2]
If the party refuses to get involved during the initial confrontation between Ethel and Mayrina's brothers, Ethel reproaches the party, saying they were supposed to rush to her defense. She then kills the brothers on the spot with a poison spell and disappears.
Ethel's teahouse[edit | edit source]
Auntie Ethel's house is at X: -47 Y: 266 in the southwestern area of the Sunlit Wetlands/Putrid Bog. She greets the party and, regardless of if she was told previously or not, states she is well aware of the tadpoles in their heads. In the teahouse, Auntie Ethel berates a young woman, revealed to be Mayrina, for not finishing her pie. If Ethel is not yet hostile, the party can initiate Get Help from Auntie Ethel. Regardless of the conversation choices, Ethel transports Mayrina further into her lair, done with her complaints about being full.
Overgrown Tunnel[edit | edit source]

Most actions after this point lead to Ethel revealing her true form and retreating into her hearth. The party can pursue her through the Overgrown Tunnel. If Ethel is not yet hostile, moving close to the hearth causes an automatic Investigation check. On success, an illusory passage is revealed, which the party can walk through to proceed into the tunnels. If the illusion has not yet been broken, entering the tunnel causes the Sunlit Wetlands to reveal its true form as the Putrid Bog. While pursuing Ethel through her lair, the party cannot return to camp but can short rest.
On proceeding Ethel appears within the first part of the tunnel to warn the party away. Regardless of the response, she disappears. The first hurdle is a door of vines. Attempting to open the door causes it to telepathically share its story with the party to warn them from proceeding further.
An Arcana check reveals that the door is an illusion and can simply be walked through. Otherwise, persuading the door causes it to share its secrets:
- I can see through you. I can just walk right in. (if investigation check passed)
- I will kill here today. It can be you, or it can be the hag. (DC 10) +1 +1 +1
- Open up, or I'll burn you to ashes. (DC 10) +1 +1 +1
- If I kill the hag, you'll be free. (DC 10)
- I will strike the hag down with the full force of my fury - I swear it. (DC 10)
- If you let me through, I will do all I can to free you from your torment - I swear it. (DC 10)
- The hag is perversion of nature, and I am sworn to strike her down - you have nothing to fear from me. (DC 10)
- Open for me, and the hag will pay for her crimes. You have my word. (DC 10)
- ROAR. (DC 10 )
- Open. Now. (DC 10 )
Through the door are four thralls of Ethel: Mask of Regret, Mask of Servitude, Mask of Terror, and Mask of Vengeance. They become hostile upon detecting the party.[3]
On the table next to the door are Whispering Masks. If a party member wears one, a Wisdom saving throw is made every turn. If failed, they become a Hag's Pawn (controlled by Auntie Ethel) and attack the party; if all party members equip the masks, a Game Over screen appears. The negative effects of the masks can be prevented by casting Protection from Evil and Good before equipping one. Only one party member needs to wear a mask to let the full party pass through the door. The masks also prevent the hag thralls from becoming hostile towards character(s) wearing them; any others need to sneak past to avoid confrontation.
Past the Hag's thralls is a waterfall and a winding path filled with noxious fumes and explosive traps. The vents can be covered with any item - including the Whispering Masks on the table. Another option is jumping over the fumes ( Enhance Leap and Feather Fall are helpful here).
Facing Ethel[edit | edit source]
Once reaching the bottom of the path, Mayrina can be seen in a cage. On proceeding further Ethel appears and a fight starts.[4][5]
During the fight Ethel attemps to destroy the cage with fire. If the cage is destroyed by fire or other means, Mayrina dies. The spell Create Water or a thrown container of water puts out the fire, as well as a simple Ray of Frost cantrip or Arrow of Ice. Regardless of how much damage was done to her upstairs, Ethel starts at full health and, at the start of her turn, summons illusory copies of herself. These copies have all of her regular spells and abilities but are destroyed after taking any damage. The real Ethel keeps her place in the initiative order, and can be distinguished by this. If they are alive and conscious, Ethel also summons the masked victims from the Overgrown Tunnel and sets them on the party.
Ethel may teleport Mayrina out of the cage, then assume her form, attempting to trick the party into killing Mayrina, as there are now two seemingly identical copies. Generally, the most obvious way to determine if the target is Mayrina is by seeing if the character model is visibly pregnant - the real Mayrina has a belly; Ethel's clones do not. The spell also does not affect Initiative, so Ethel and Mayrina retain their positions in the turn queue.

Once Auntie Ethel is reduced to below 20% of her life and has a turn to act, she offers the party member a chance to make a series of persuasion or intimidation checks.[6]
Depending on the results of the skill checks and subsequent decisions, the party can either free Mayrina: -5 +1 +1 -1 -1
- No good can come of this. Let Mayrina go.
- In the name of Eilistraee, release the girl and leave this place - never to return.
Let Ethel keep Mayrina in exchange for the Auntie Ethel's Hair, a special single use item that can increase any Ability Score of any character by 1 permanently: +5 -5 -1 -1 -5
- Keep the girl. I'll take the power.
- Such power will let me better serve the Spider Queen. Give it to me.
- The human means nothing to me. Give me the power.
Free Mayrina *and* keep the Hag's Hair both. +5 +5 +5 +5
- If you want to live, hand over Mayrina and this power. Right now. (DC 20)
- My reinforcements are nearly here. Give me the girl and the power and they'll spare you. (DC 20)
- Girl, power, everything. OR I TURN YOUR SKULL INTO A PISSPOT. (DC 15 )
- I'll have it all. Or I'll just settle for your life. (DC 15 )
- I know a beaten opponent when I see one. Give me the power and the girl, and I'll let you live. (DC 15 )
...or simply kill Ethel: -5 +1 +1 +1 +5 +1
- I think a dead hag is the answer here.
- Neither. But a hag's head would make an excellent trophy.
- You're a vile, monstrous creature. There is no bargain for you but death.
- There's no choice to make. A corrupting force like you has to be destroyed.
- I'll bathe in your blood as I offer your death up in prayer.
- You're a stain upon this land, but I will cleanse it.
- You have nothing that could tempt me.
- Hags are the scourge of the natural world. I'm going to kill you - as many times as needed.
If a deal is struck with Ethel, she disappears, but her thralls remain hostile. If Ethel is killed, the thralls are freed, although all but the Mask of Regret are too far gone to truly be saved. The cutscene to trigger Ethel's deal can be missed if she is killed too quickly. If intending to obtain her hair, it may be necessary to skip turns to give her a chance to speak once she is brought to sufficiently low hit points. Additionally, Ethel initiates conversation with whomever is closest to her, so it may be beneficial to shuffle party members around in preparation for any ability checks wanted in the conversation.[7]
After dealing with Ethel[edit | edit source]
The Acrid Workshop area here has some treasure, some writings that provide more context and background information, and a Mushroom Circle which can be used to teleport the party back outside to the back of the house. Behind the teahouse is the body of Mayrina's husband, Connor Vinderblad at X: -69 Y: 224. The wand Bitter Divorce, found in the Workshop, can be used to raise Connor as a zombie.[8] The party can choose whether to give the wand to Mayrina to take her ex-husband with her or keep it for themselves. If kept, it changes to Second Marriage and can be used at any time to summon Connor as a zombie follower.
Quest rewards[edit | edit source]
- Auntie Ethel's Hair if a deal is made with Ethel.
- Second Marriage if choose to keep the wand.
- Staff of Crones
Companion approval[edit | edit source]
On meeting Auntie Ethel and Mayrina's brothers for the first time, on the outskirts of the swamp:
- Refusing to aid Mayrina's brothers - "You're on your own. I have enough problems." +1 +1 +5 -1
- Agreeing to find Mayrina - "Let me - I'll bring Mayrina home." +1 +1 -1 -1 +1
- Warning the brothers about the hags, then agreeing to help find Mayrina - "Trust a more experienced soul. I'll find your sister." (only for Rangers, Sorcerers, or Wizards) +1 +1 +5 -1
- Giving Mayrina Bitter Divorce to raise Connor from the dead +1 +1 +1
Notes and references[edit | edit source]
- ↑ Siding with Ethel but then knocking out Mayrina's brothers with non-lethal attacks unlocks a dialogue option in the later teahouse scene. In this dialogue option, the player tells Mayrina that the brothers were fought, but not killed: "I fought your brothers, but I didn't kill them - I only knocked them out." However, due to what appears to be an oversight in the game's development, the entry added to the quest journal is the same as for when they were killed or found dead: "When we told Mayrina her brothers were dead, she was devastated. Ethel wasn't very pleased either."
- ↑ If their bodies aren't found for any reason, Ethel may claim that she sent the brothers off to "Sutton Farm," north of Baldur's Gate. However, internal voice acting notes in the game's dialogue files reveal that this is a lie, and she has in fact killed them.
- ↑ Non-lethal damage can be used to knock out the Hag's thralls and save them. On returning to them after Ethel is defeated, they have regained consciousness, and the Mask of Regret has regained her sanity, though the others have not. She can later appear as part of Help the Hag Survivors in Act Three.
- ↑ It is possible to spawn the Hag without entering combat immediately by flying or teleporting to the orb, using it to lower the cage and releasing Mayrina, then talking to Mayrina to make the Hag appear. The party can hide and sneak down the right path and, when they get close to the orb, jump to it to avoid alerting Ethel as well. Ethel's red cone of sight can be seen whilst hiding even when she herself is invisible; all hiding or invisible creatures in the game have red cones of sight, making it very easy to determine their location.
- ↑ It is possible to avoid the fight by staying on the path to the right. The party can enter the last chamber and even leave via the Mushroom Circle (and take a Long Rest outside). After that the party can return, and run up to the cage to trigger the fight with Ethel.
- ↑ Using non-lethal damage on the Hag knocks her out and bypasses the surrender cutscene.
- ↑ One way to manipulate which party member she talks with is to cast silence on her, and have all but the party member chosen to talk with her gathered within the silence bubble. This forces her to leave the silence bubble in order for her to talk and also forces her to speak with the only party member who is not currently silenced. It is recommended to use Karlach (or a high charisma Barbarian) for this check, as she has high intimidation and a dialogue option unique to barbarian that gives her advantage on the check.[verify]
- ↑ Using the wand Bitter Divorce to raise Connor triggers Oath Breaking for Oath of the Ancients Paladins.