How to Save the Kuo-toa from Boooal in Baldur’s Gate 3

I found the Festering Cove in the Underdark to be one of Baldur’s Gate 3’s strangest little scenes. In my experience, the Kuo-toa have been tricked into worshipping a redcap called Boooal, which they treat as a god because their collective belief gives shape to deities. You can keep the lie going, expose the scam, or take the role yourself. I’ll tell you where to go, what to try, and why each choice matters—honestly, this encounter can shift your whole playthrough.

🐟 Where to find the Kuo-toa

The Kuo-toa village, the Festering Cove, sits in the southwest Underdark. Reach the Underdark through the Goblin Camp, the Zhentarim Hideout, or the Whispering Depths, then head southwest from the Sussur Tree waypoint along the shore until you hit stepping stones across dark water. I’ve fallen here once; quicksave before you jump!

Watch this: the crossing needs careful jumps. Characters with high Strength, Jump spells, or simply patience will do better. (If you’re clumsy, use potions or spells to boost your jump.)

What you see there

Crude huts, bioluminescent fungi, chanting Kuo-toa—BOOOAL is shouted in a guttural chorus. A redcap named Boooal sits above a makeshift altar while Pooldripp the Zealous lies bound. The redcap feeds on offerings and fear. Why does any of this matter? Because belief here isn’t just story flavor: it changes enemies and choices.

Understanding the core choices

There are three clear roads: kill or banish Boooal, reveal the deception to the Kuo-toa, or usurp Boooal and become their god. Each path affects rewards, companions’ approval, and later encounters. This doesn’t always work the same way—your character level and dialogue skill checks change outcomes. Depends on your build and on luck, too.

Choice Quick Result
Kill Boooal Item drop, immediate combat
Expose deception Possible ally, avoids full fight
Become their god Long-term followers, moral cost

⚔️ Combat notes (practical)

Boooal behaves like a level 5 redcap with tricks: high mobility, invisibility, and heavy-hit attacks. If you rush in, you might fight the village too. I’ve noticed players who isolate Boooal first win cleanly. Why? Because belief buffs him and his followers; break the belief and you remove a powerful multiplier.

  • Prep: Mage Armor, Shield of Faith, healing potions.
  • Control: use Silence (to stop spells) and Faerie Fire or See Invisibility (to counter Blur/Invisibility).
  • Positioning: ranged on high ground; tanks hold Boooal.

Oddly enough, area-of-effect spells are more useful here than single-target burst. The village adds overwhelm you if you ignore them.

Dialogue: how to free the fish folk

Talk first. The peaceful route hinges on skill checks. You can fake being chosen, point out Boooal’s redcap nature, or persuade them by explaining their god-making habit. What checks matter? Performance around DC 15, Persuasion DC 15, simple Intelligence/Religion checks near DC 10. These numbers reflect common tabletop-style thresholds players report in 2025.

Why I recommend the persuasive route: convincing them removes the follower multiplier and prevents a hard fight. But—there are exceptions. If you fail, expect combat. Some companions will cheer; others will hate it. Shadowheart and Wyll often approve of liberation, while Karlach may react differently.

Alternative: become their god

Yes, you can usurp Boooal. It takes blunt intimidation, lies, and timing. Do it and you get permanent boons (a small attack buff and loyal Kuo-toa who may reappear). Sounds tempting? It is. Is it ethical? Controversial—some players love it, others hate the idea of ruling a manipulated people. I personally think Larian gave an uncomfortable but interesting option.

“If you choose influence over honesty, expect long-term consequences.” — practical advice

Rewards and consequences

Method Rewards Risks
Kill Boooal Weapon drop, XP Loss of faith; Boooal might escape before you finish
Expose deception XP, possible allies, merchant access Boooal can slip away
Become god Blessing, followers Companion disapproval, ethical cost

Specifics will vary by difficulty and your build. I’ve seen freed Kuo-toa return as occasional allies; I’ve also seen theusurpation route give surprising roleplay moments later in Act 2 and Act 3. (Yes, this can echo forward.)

Practical tips — short list

  • Quicksave before the crossing and before talking.
  • Bring crowd control and See Invisibility or Faerie Fire.
  • If low level, try persuasion first—combat will crush you otherwise.

By the way, here’s a tiny cheat-sheet in case you like code-style lists:

// Quick tactic
SaveGame(); // before crossing
If (Persuasion >= 15) AttemptConvince();
Else PrepareForCombat();

One counterintuitive insight

Sometimes letting the lie continue is strategically better than exposing it—if you’re banking on later political power. Sounds awful? It is. But it works. That’s the counterintuitive bit that made me rethink “heroic” choices in roleplay.

Controversial point: I think allowing players to become gods over sentient beings is a design choice some will call tone-deaf. Others call it brilliant. Which side are you on?

Final thoughts (short)

This encounter is small but meaningful. It forces a look at faith, control, and consequences. I’ve replayed it multiple times and still find new texture. To be fair, results depend on your party makeup and skills. There are exceptions; sometimes you’ll fail a check and that’ll change everything. Between us—have fun testing the edges of morality here!

— A woman who’s spent too many nights in the Underdark, November 25, 2025.

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