Serious bug with Dorn

We are in the final stage of Dorn's Resurrection Gorge quest. We have all 3 summoning stones and are outside the room with the summoning circle. However, the instant we enter the room, when I check our inventory, the three summoning stones have vanished. Also, the body in the circle doesn't respond to a Raise Dead spell, while summoning a critter and killing it does nothing. What the heck is going on here?
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Meanshile, being a devious and unscrupulous person, I have thought of a workaround. I can go back to the other side of the Gorge, and go back to the Copper Coronet. I can remove Jaheira from the party, and recruit someone whom I absolutely hate and would, under ordinary circumstances, never, ever recruit. Namely Minsc. We head back to the Gorge, and hopefully Minsc will the the chosen sacrifice this time around. Minsc is gone for good, and we get the swag, including the Visage. A double win!
I could never get the druid NPC to work.
Nice suggestion, but that doesn't work for me. If I do anything, anything at all ... casting a haste spell, summoning something, drinking a potion or using any item ... the summoning circle becomes inactivated. No sacrifice is demanded and no demons show up.
The bug fix in the EE Fixpack is a copy of one I had already made as a component in my tweak mod. And that component is safe to install on a run in progress; it doesn't touch any text or any of the resources that are included in the save.
Sorry to hear that. It is indeed a very serious bug and I wish they would prioritize making it work. It's a mainline companion quest after all. For this reason I think people should make sure they do a separate save right after entering the gorge. Just posting this for future readers.
Since summons don't work for you, a second thing to try, if you're sacrificing a companion, is to only move that companion forward once you enter the area. I experimented with this before getting the summoned creature trick to work, and was able to get it to sacrifice the right companion.
I don't know what in game is considered a sentient being but it is possible that a skeleton is not so while a summoned ogre, a gnoll or the warrior that is summoned with a certain item you can get in the bridge districts are considered sentient beings.
I am only guessing as I play only good or neutral so I never did the Dorn quest.
I did not know that "fix", if I get it right with patch 2.6 is no more possible to use the Wand of Resurrection as an emergency healing tool to heal a party member that is at low hp but still alive.
Am I right?
I do have to say that I fail to see how killing Azothet is going to throw the vengeful Helmite possies off our trail. Seems like a bit of a gap in logic there. But hey, it's Baldur's Gate. Logic doesn't always apply. To quote Mr. Spock "Logic is a pretty flower that smalls bad!'
Glad it worked out for you. 🙂
Still in the pre EE game and in the EE before the patch it was a dual purpose wand and some players like to use it for both the tasks. If I am not wrong the EE developers stated years ago that their intention was to fix bugs of the original game that could affect players that want to play "normally", thing that IMHO makes perfect sense, but I fail to see how such players would inadvertently use the wand on a character still alive as I fail to see how a player can unintentionally put 3 Projected Images in a Chain Contingency, those are only 2 many examples of fixes, one new the other quite old, whose scope is not the protection of the "normal players" but to restrict the freedom of the players that had fun using "alternative" strategies.
Every time I discover that one of those fixes is introduced I am not happy, even if this particular one does not affect my gameplay as I very seldom used the wand as a healing tool in my +20 years of playing the game and anyway I still have my pre EE game if I want to play some exploits that are impossible in EE, it is just that I am not happy when I see the developers of a game fix things to impose on the players the way they think the game should be played when the fixed thing is not affecting players that are not intentionally use it in a certain way and not fixing other things that they probably should, an example is how the Simulacrum clone retains the spells.
Originally the spells retained was the ones of the left side of the spellbook so the player had control over it when he prepared the memorizations before the rest, now an alphabetical order is used so the Simulacrum is only useful for Sorcerers that can use all the spells they know or FighterMages that can use the clone as a physical damage dealer while the single class Mage's clone will probably end without some key spells being a quite not useful spell casting helper.
So I made separate saves. The saves allowed me to do some trial-and-error in the summoning room. So I first figured out how to get the sacrificed companion right.
IIRC, I summoned a fire elemental for the sacrifice, but I might be misremembering, it was months ago. Anyways, glad it worked, posting some of this for others too as google searches on the game often direct here. Still would love a patch for this as sacrificing the druid seems like the canon way to progress the story.
Fair warning to others too using Dorn in BG2, there's alot that can go awry due to his quests. You can potentially miss out on a lot of content if you prioritize his quests and solve them in certain ways. This, and the summoning bug, are why I abandoned my first run with him.
So, which summons don't work?
- Dogs and wolves from Monster Summoning 1 and 2. Each creature from MS1 is 50% to be valid, while each creature from MS2 or the wand is 75%.
- Skeletons from Raise Dead.
- Flying swords.
- Various animals from Animal Summoning 1/2/3 and Conjure Animals.
Oh, and Azothet did not drop Water's Edge either, although Dorn did get the Visage at the end.