In the middle of a boss fight with Auntie Ethel (should players choose to participate), players inBaldur’s Gate 3will have to pursue the monster if they want to finish her off and release her victims. Unfortunately, she ran more than just a short distance away, forcing the player to navigate several traps.
The Noxious Fumes, in particular, make this part ofBaldur’s Gate 3feel impossible to survive.Those used to puzzles may be looking for a safe routethrough, but no such route exists. The answer, thankfully, is not to run through the Noxious Fumes, though the solution is indeed inside the fumes themselves.

Updated on Jun 03, 2025, by Nahda Nabiilah:Players can use an alternative way to forbid the Hag from escaping into her hideout by acquiring the Arcana Lockspell in Baldur’s Gate 3. This spell, when cast, firmly latches the Hag’s hideaway shut and prevents her from entering her territory. However, that doesn’t mean that escaping the boss fight will be easy; Tav must still defeat Auntie Ethel to proceed. If players wish to experience the full challenge, they can refer to the following article toget through the Noxious Fumesin Baldur’s Gate 3.
How To Disable The Noxious Fumes In Baldur’s Gate 3
Finding Mayrina mandates getting through the Noxious Fumes. It’s theoretically possible to run through them and then heal,but the second half of this boss fight is brutaland players will potentially need every spell slot and healing potion they have. Burning the gas away will create a fiery area that damages the player still, leaving players no better off than they were before.
Toss a cheap item on top of the Ruptured Stone, a marked portion of the ground that is acting as a vent, leaking the Noxious Gas into the various areas. Once it’s covered up, there is no need to disable the vent unless players really want the item they tossed back. If nothing else,use the Whispering Masksince it has already done its job by this stage.

Finally, keep a look-out for hidden Peculiar Flowers as they will explode when touched and much berevealed by a Perception check. If players can navigate those, this room has no further threats.
