In Baldur’s Gate 3, the No Free Lunches achievement presents a unique combat challenge in the climactic battle against the Apostle of Myrkul in Act 2. To unlock it, you must defeat the god of the dead before he consumes his Necromites and heals himself. This requires careful planning and control of the battlefield. Moreover, prolonging the battle will escalate the difficulty, and failure to control the Necromites will lead to Myrkul recovering from all the damage you’ve dealt to him.

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The following guide offers two effective strategies for securing the No Free Lunches achievement: one that counters the Apostle of Myrkul’s healing ability and another that controls the battlefield.
Blind The Apostle Of Myrkul
Since the Apostle of Myrkul is stationary, he is an ideal target to be affected by the blinding condition. His reaction, Consume the Faithful, lets him assimilate Necromites to heal himself, but blindness disables reactions entirely.
Spells like Blindness
, and Darkness
can prevent this, though AOE concentration spells are more reliable than Blindness, which can be negated with a Constitution saving throw.
If you don’t want your spellcaster concentrating on Darkness, the Arrow of Darkness
provides a similar effect but lasts only three turns instead of 10. With Myrkul blinded, melee fighters, archers, and throwers can deal sustained burst damage. A Battle Master fighter successfully disarming him can trivialize the fight entirely.

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Dedicate Spellcasters To Destroy The Necromites
If you don’t want your spellcasters concentrating on the Darkness or Fog Cloud and don’t have access to the Arrow of Darkness, consider assigning them to destroy the Necromites before they reach Myrkul’s melee range.
Since these Necromites have relatively low HP and spawn in clusters, powerful AOE spells like Fireball
, and even Glyph of Warding
can wipe them out. Creating large ice surfaces with Ice Storm
or Sleet Storm
is also an excellent strategy to slow them down and potentially knock them prone, causing them to lose a turn.
You’ll also need to prioritize dealing with Myrkul’s Incubating Death bonus action, which spawns Necromite eggs at the end of his turn. These eggs hatch on their next turn and deal AOE damage to nearby party members and spawn in a Necromite. Destroying the eggs beforehand prevents both the damage and the Necromites from spawning.
Be mindful of Myrkul’s Call of the Damned ability, which pulls all creatures into his melee range. Necromites can also be affected by this, and if they are next in the turn order, Myrkul can use his reaction to consume them, healing himself and denying you the achievement.
Given these risks, blinding Myrkul is the safest strategy if you’re gunning after the achievement. It disables his reactions, prevents him from consuming Necromites, and makes the fight much easier overall.
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