Don’t miss a single vital companion, location, or piece of gear in our Baldur’s Gate 3 Act 3 Checklist: All Things to Complete guide!

In Baldur’s Gate 3, the ongoing conflicts, story, character arcs, and more culminate in a very dense Act 3. Once you make your way into the city of Baldur’s Gate, the game opens up, letting you, the player, make choices about where to go and what to do first. Consequently, the sheer number of possible places to visit, NPCs to meet or reunite with, and quests to pick up and complete can be very overwhelming. Our Baldur’s Gate 3 Act 3 Checklist: All Things to Complete guide is here to provide you with some direction so you don’t miss any of the essentials along the way!

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This guidehas been updated for thePatch 8version of Baldur’s Gate 3.

All Things to Complete in Act 3 of Baldur’s Gate 3

The most important things to do in Act 3 are to wrap up all your companion quests, collect the strongest end-game gear, andunlock the final permanent bonuses.Moreover, you’ll want to do all this before advancing the main story quest too far. Otherwise, at a certain point, the game will rush you along to the final conflict.

After the events at the end ofAct 2, you should now know that your ultimate enemies are Gortash, Orin, and the Elder Brain. The main story goal presented to you shortly before reaching the city is the necessity of killing both Gortash and Orin so that you can claim their netherstones. You will encounter both of these antagonists as you make your way into and around the city.

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Ultimately, you can kill one of them without triggering the end game in Baldur’s Gate 3. Killing the second will mean that the Elder Brain is now free of their control, and it will become very difficult to do anything in the game other than move towards the final confrontation.

This Baldur’s Gate 3 Act 3 Checklist divides the map into the important named areas/locations and provides you with all the information for the vital companions, quests, and gear you’ll want to find.

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Baldur’s Gate 3 Act 3 Major Locations List:

This initial area of Act 3 in our Baldur’s Gate 3 Act 3 Checklist is the town of Rivington, which is located just outside the guarded entrance to the city of Baldur’s Gate. In the main part of town, there is a Circus and a large Monk Temple which will be covered in sections below. Much of the rest of the area is taken up by a few homes and businesses which have become surrounded by the refugees seeking to escape the Absolute’s army.

We recommend going around this area starting to the right/east and going counter-clockwise. Before you head over to the Requisitioned Barn, if you have a Selunite-aligned Shadowheart in your party switch her out for someone else. A Shadowheart devoted to Shar, or no Shadowheart at all, can potentially unlock a particular vendor there.

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Requisitioned Barn

Angleiron’s Cellar

Sword Coast Couriers

Circus of the Last Days

The Circus of the Last Days has set up shop in Rivington, but with all of the murders currently occurring, they’re being extra cautious about who they let inside. At the entrance, you’ll meet Klaus and Benji, and you’ll have to pass a Persuasion or Deception check to get in. If that doesn’t work, you can use the gap in the fence just north of the entrance to sneak in.

There are several vendors or events in here which aren’t strictly necessary to see, but are still fun to trigger and experience.

Baldur’s Gate 3 Act 3 Checklist All Things to Complete

Also Check:-BG3 Interactive Map

Permanent Bonus

Open Hand Temple

Next in our Baldur’s Gate 3 Act 3 Checklist is the Open Hand Temple, which can be found just north of the Circus of the Last Days. It’s here you’re able to pick up a major quest in the search for Orin. ‘Solve the Open Hand Temple Murders’ will introduce you to a new NPC, Investigator Valeria, a Hollyphant. The quest will lead you into the cellar area beneath the temple, turning into a crypt space and leading into a deeper cave.

Furthermore, before you head inside you’ll want to make sure that you can cast the Speak with Dead spell a couple of times.

Completing the ‘Help the Spirit of the Amulet’ quest presents you with a choice, each of which can give you a permanent upgrade. If you choose to bear the spirit’s curse, you can earn the Monk’s Hideous Laughter bonus/spell. However, you will have to pass two 15-DC dialogue choices. Moreover, if you fail either of them, you will permanently lose -1 Wisdom. If you’re attempting this, it’s best to save right before.

Read More:All Baldur’s Gate 3 Companions Tier List

The arguably better bonus, especially if you have a Monk in the party, is to refuse to accept the curse. This will anger the spirit, and you will have to fight the three corpses he raises. Defeating them, however, will upgrade theSentient Amuletitself.

Fraygo’s Flophouse

Now that you’re finished in the Rivington area in our Baldur’s Gate 3 Act 3 Checklist, you’ll need to get past the guards at the South Span Checkpoint to get to the area of shops beyond. If you rescue Wulbren in Act 2, as you approach the guards, the gnomes should come out and make a sneak attack, damaging the Steel Watchers and allowing you to enter. If you didn’t, you’ll have to pay a fee/bribe of 200 gold and be scanned by a Steel Watcher.

The first stop on this side of the bridge should be Fraygo’s Flophouse, where you can follow up on the Solve the Open Hand Temple Murders quest.

Sharess’ Caress

Your second stop on Wrym’s Crossing will be right across the street at Sharess’ Caress. This brothel is an important step in continuing one quest and picking up another that is very important for Lae’zel’s personal story. Additionally, you can explore a few other events and rooms for fun, although they are omitted here since they aren’t vital to the story.

Unfortunately, there is no gear of note in this establishment. However, quest importance means you will not want to skip this location.

Read More:All Bosses in Baldur’s Gate 3 Listed

Danthelon’s Dancing Axe

While there are other shops you may visit and explore in Wrym’s Crossing, the third location of note is Danthelon’s Dancing Axe. You can locate this at the other end of the street on the left/west side. Head up a flight of stairs and you’ll find the store entrance.

Inside there is a decent gear vendor, where you can pick up some good pieces to start the end-game with.

Wyrm’s Rock Fortress

Wyrm’s Rock Fortress is a pivotal point in Baldur’s Gate 3 Act 3 Checklist, where you first meet Gortash. He is surprisingly less hostile than Orin and even offers you a truce agreement to consider. Moreover, the events in the audience hall are essential to two of your companions, Wyll and Karlach. You’ll have extra dialogue options from both if you include them in your party. Additionally, after the coronation, Mizora will show up, offering another contract for Wyll.

Significantly, there are also some good gear pieces up on the third floor. Usually, you wouldn’t be able to claim them until after you defeat Gortash. However, when you first arrive, there is a small window of opportunity where you can claim them. After going to the Audience Hall, a cut scene and conversation with Gortash will play out. Also, speak to the Duke for Wyll.

Afterward, head to the door in the northwest corner of the room. There will be a Steel Watcher right next to it, which will be outlined in red. Stand right in front of it and cast the Darkness spell. Open the door and click to walk up the passageway. There will be Steel Watchers up on the third floor, and you must fight, but Gortash will not be here yet. Defeat the Watchers, and you can go inside Gortash’s chambers to open the chests. Be careful of traps, both outside and in the room, however.

You MUST do this immediately after the coronation while Gortash is still in the Audience Hall. If you leave the Fortress, the next time you return, he will be in his chambers. If you come back without first defeating Orin, he will be hostile and automatically trigger a fight.

Companions

Wrym’s Rock Prison

At first glance, the Wyrm’s Rock Prison won’t appear to have much interest inside it, except for Counsellor Florrick. However, a secret entrance here will lead to the Wyrmway. It’s easy to miss, but story events here can reveal some fascinating backstory for the Emperor. In-game Counsellor Florrick or Duke Ravengard can give you clues about this location.

You can get into Wyrm’s Rock Prison in several different ways. There is an exterior entrance/crack in the wall around the east side of Wrym’s Rock itself. You can get there by standing on the edge of Wyrm’s Rock Crossing and casting Feather Fall so your whole party can jump safely onto the rock below.

The more straightforward way is through the official passageway in Wyrm’s Rock Fortress. you may Intimidate or Persuade the sleeping guard at the entrance to let you through.

The Wyrmway

Within the Wyrmway,, you must complete four Trials to open the door leading to the Dragon’s Sanctum. There, you will meet the dragon Ansur, and consequently, quite a bit of backstory will be revealed. It will also cause an unavoidable fight with Ansur, and he is a powerful foe who shouldn’t be taken lightly. We highly recommend for our Baldur’s Gate 3 Act 3 Checklist that you wait until you are at least Level 11 before attempting this fight. Moreover, if you’re playing the game in Honour Mode, it would be best to wait until Level 12.

Lower City Vendors

At this point, your party can enter the Lower City of Baldur’s Gate, which has many different locations to visit, NPCs to meet, and quests to pick up and/or complete. This is where Act 3 can become overwhelming because there is so much to do that it is hard to choose which direction to head in.

We recommend you visit all of the easy-to-find merchants in the city first to quickly pick up some good end-game gear before tackling the harder quests and fights. Additionally, this is a low-pressure way to start uncovering some of the maps.

Some of these locations have larger, more involved quests, which may start during your initial visit. We’ll cover those in more detail in their sections (Sorcerous Sundries, Elfsong Tavern, and Devil’s Fee specifically) below. If at any point you wish to go ahead and do those quests, or if you decide to go in a different direction, you can always jump ahead in the guide to locate the information you need.

At this point, we’ll break the rest of the locations into larger individual sections. If we’ve skipped over something on the map, it doesn’t mean you shouldn’t check it out! There are many exciting things to discover in the city, but our guide aims to cover the essentials in detail. Don’t be afraid to go off the beaten path and return to the Baldur’s Gate 3 Act 3 Checklist when needed.

The Guildhall

The entrance to the Guildhall is to the east and a bit south of Sorcerous Sundries. It’s a good place to start your quest/story journey in the city of Baldur’s Gate because it can lead you to the final companion:Minsc. A side quest that runs parallel to this will eventually reward you with the best light armor set in the game by following our Baldur’s Gate 3 Act 3 Checklist.

If you successfully recruited Jaheira at the end of Act 2, take the time to put her into your party here. She has some unique dialogue with the guild leader, and you will want to have her with you to recruit Minsc.

The Counting House

You can locate the Counting House right along the southern coast, and we recommend heading there next in our Baldur’s Gate 3 Act 3 Checklist. Bring a bunch of Misty Step scrolls and/or Arrows of Transposition if you want to loot the vaults inside. There are a couple of different ways you can get into the vaults:

You’ll have to pass another set of guards farther down to get to the first set of vaults. These vaults have 20 DC or 25 DC Slight of Hand checks, so give your Rogue all of your Misty Step scrolls and start unlocking.

To get inside the High Security Vaults beyond, you’ll need to step on each numbered plate in the order of 1-3-5-6.

For a complete, in-depth walkthrough following the thread of all three of these quests, check out ourHow to Get Elegant Studded Leatherguide.

Lower City Sewers

Next up in our Baldur’s Gate, 3 Act 3 Checklist is the extensive Sewer system below the city. Several access points into the Lower City Sewers include a manhole cover down an alleyway back by the Basilisk Gate Barracks. However, from the Counting House, the most efficient way to locate Minsc is to head northwest to a little garden area. You will find a wooden door with a ‘Keep Out’ sign that you should ignore. Inside, you will discover two plates—one on either side of the room. Split your party and have one member stand on each plate to open a secret door.

Elfsong Tavern

The Elfsong Tavern is where your party can exchange their campsite and tents for actual beds and where you can take the next step in investigating the murders. Duke Belynne Stelmane has been killed, and in her room on the second floor, you can locate Gauntlet Devella overseeing the crime scene. Furthermore, if you haven’t been here before, speak to Alan Alyth and rent the upstairs room.

Additionally, this location has connections to the Emperor, and you can discover his old hideout by finding a secret passage in the basement.

Sorcerous Sundries

Sorcerous Sundries’s significant location is near the center of the city, and it’s easy to spot on the map due to its colorful roof design. It will play an important role in Gale’s personal story, and you should have him at your party when you’re ready to visit. Additionally, if you saved the Nightsong during the events of Act 2, then Dame Aylin will also have some connection to the quests here.

you may explore two named areas within Sorcerous Sundries: Ramazith’s Tower and the Sorcerous Vault. You can learn how to access and fully explore these areas by referencing ourSorcerous Sundries Vault Guide.

Finally, by fully exploring the Tower following our Baldur’s Gate 3 Act 3 Checklist, you can earn two permanent bonuses. This includes a new spell and a temporary health boost that gets reapplied each Long Rest.

you may unlock two permanent bonuses at Sorcerous Sundries if you still have the Necromancy of Thay from Act 1. TheDance Macarbeis a new spell that can create 4 ghouls that fight alongside you.The Tharchiate Codex: Blessingis a condition that grants you 20 temporary hit points after a Long Rest. Details for unlocking both are available in our fullSorcerous Sundries Vault Guide.

Philgrave’s Mansion

Directly south of Sorcerous Sundries, along the coast, you’ll see a large home with the front entrance blocked off and locals complaining of a foul smell. To get inside, head past the front door to the west side of the house. At the bottom of the stone stairs, you will see an outline of a doorway. A successful Perception check will highlight the area. You can click to lockpick the stone wall, and hopefully, you have a Rogue on hand to clear the 25 DC Sleight of Hand dice roll.

Inside, you’ll meet the Mystic Carrion, a Mummy lord with a potential side quest and a very nice inventory of goods for sale.

Old Garlow’s Place

If you’ve seen any of the Anti-Hag Support Group posters, you may have already discovered the group was evicted from their original meeting location. You can encounter them at Old Garlow’s Place, a dilapidated old home along the coast by the Counting House. To enter, you’ll have to go around the west side and break down a bookcase, blocking a hole in the wall.

The Blushing Mermaid

The Blushing Mermaid can be found north and a bit west of the Counting House. You can speak to and warn (or kill, if you’re playing an evil character) one of the murder victims outside the tavern. Inside, you can simultaneously continue the Save Vanra and Avenge the Hag Survivors quests.

The Lodge serves as the headquarters of the Society of Brilliance, an organization you first heard of when meeting the hobgoblin Blurg in the Underdark during Act 1. You can meet him here up on the second floor, and he’s still a trader, but unfortunately, his inventory hasn’t changed. However, you’ll want to speak to him because he’ll give you an update on his mind-flayer friend Omeluum, which will start another side quest.

However, if you stole the Githyanki egg and gave it to Lady Ester in late Act 1, then you won’t encounter Blurg or any other members of the Society alive. You’ll discover why by heading through the portal upstairs.

House of Grief

The House of Grief is found in the far northwestern corner of the Baldur’s Gate Lower City map. We recommend going here next in our Baldur’s Gate 3 Act 3 Checklist. Furthermore, this location is vital to resolving Shadowheart’s quest. No matter what choice she made while facing the Nightsong in Act 2, you will want to make sure you put Shadowheart in your party and bring her to this house of Shar worshipers.

Moreover, the events at the House of Grief will ultimately culminate in a battle with the current leader of the Sharrans.

Mirror of Loss:This can be found in the final area inside the House of Grief, called the Chamber of Loss. The Threshold of Loss can only be entered if Shadowheart is a Sharran who has defeated Viconia or you have the silver key which opens the door. This key can be found on the body of Sharran Fidelian Lamona after the fight.

Using the Mirror of Loss will grant the user a permanent bonus to one ability score of your choice. This will inflict you with a penalty, but it is only temporary. Furthermore, every single party member can use the mirror to gain this permanent bonus. It will require passing some very high DC rolls, however, so you may have to take the time to change classes for some. For a full walkthrough, see ourMirror of Lossguide.

Elerrathin’s Home

Just to the southeast of the House of Grief, you’ll find the Elerrathin Home, the home of Jaheira and her wards. This is the next stop in our Baldur’s Gate 3 Act 3 Checklist. You’ll want to put Jaheira (and possibly Minsc) in your party before you approach since she has a lot of unique dialogue with the people within. While visiting the Elerrathin Home isn’t technically part of Jaheira’s quest, The High Harper, you will discover a lot more information about her by visiting with her family.

Additionally, you can use the Harp-Shaped Pin given to you by speaking to Tate upstairs to open up Jaheira’s secret basement entrance. There is a pin-shaped hole in her desk that you can place the pin into, and this unlocks the entrance. In the basement, uncover a hidden key underneath some loose planks, and you can use that to open up the secret entrance behind the bookcase.

Szarr Palace

The Szarr Palace, where Astarion’s quest will conclude, is not a prominent location on the map. So our Baldur’s Gate 3 Act 3 Checklist will show you the way! First, you’ll want to find the Lower City Central Wall waypoint. It can be found just north of Stormshore Armory if you haven’t unlocked it yet. The waypoint sigil is on the side of the tower you will need to climb. Head inside and climb up the wooden steps. At the top, you will find yourself on a walkway above the wall. A couple of guards are patrolling, but they should leave you alone if you don’t bother them.

Head north and keep moving forward. You’ll run into some actual guards, but there are Intimidation and Deception dialogue choices you may use to get by them. The path will generally keep moving north until a turn to the left. Down this pathway and on the right, you will find the entrance to the Szarr Palace.

Ascended Astarion: Once Cazador has been eliminated, Astarion has the choice of either stopping the ritual or completing it and becoming the Vampire Ascendant. This choice will have repercussions on Astarion’s character and story, but it can also affect his combat abilities. He will acquire two new class actions if ascended: Ascendant Bite and Misty Escape (Vampire Ascendant).

Ascendant Bite is a more powerful version of the Vampire Bite bonus action Astarion has had throughout the game. Additionally, it does not replace Vampire Bite. Instead, Astarion will have access to both. Misty Escape (Vampire Ascendant) is a unique version of Gaseous Form, which allows Astarion to easily escape or fit through small spaces.

Finally, as the Vampire Ascendant, Astarion will also deal a bonus 1d10 Necrotic damage with all weapon and unarmed attacks.

Devil’s Fee

The Devil’s Fee can be found on the city’s north side, in about the center of the map, just to the west of the Forge of the Nine. When you first visit the owner, Helsik will only have basic items for sale. Take the time to walk around her expansive shop, and Arcana checks will automatically roll. I succeeded in a few of these and then went back to Helsik. (You can also put Karlach at the party, and she’ll bypass the need for checks.) There now should be new dialogue options, including an 18 DC Persuasion check to discover that she is a diabolist.

Purchase any items you wish to have, and then head upstairs. Give the Thirsty Ward water at the top of the stairs, and you’re able to bypass the glyph trap. Inside these rooms, you’ll find a ritual circle you can use to enter Raphael’sHouse of Hope.

House of Hope

The House of Hope can only be entered through the ritual portal summoned in the upstairs room of the Devil’s Fee. It is located in the realm of Avernus, and the party cannot venture out of its confines. If you disagree with Raphael, make sure you steal the Hammer last. Taking the hammer will set off many alarms, and you will have to leave immediately.

There is an incredible amount of good gear inside the House of Hope, and if you follow our Baldur’s Gate 3 Act 3 Checklist, you can get away with all of it.

Water Queen’s House

The Water Queen’s House is far to the bottom left or bottom west of the Lower City map. At the same time, the location doesn’t have any significance to the main story. you’re able to pick up a side quest, leading you to bigger and more impactful story arcs. Additionally, you can pick up a couple of pieces of equipment here. While these items aren’t best-in-slot for any builds, they are popular due to their appearance.

Flymm Cargo

To reach Flymm Cargo you’ll have to walk around the docks from the Water Queen’s House. The building is on the coast just south of The Blushing Mermaid. You can enter by picking the lock on the double doors on the west side of the building. After you enter, you will need to fight and defeat some loose worgs. Then, you can use the hatch in the northwestern corner of the building (it’s hidden underneath boxes) to reach the basement.

Next, within the basement keep heading forward, and proceed through a door labeled ‘Machine Parts Storage’. Inside this space, you’ll discover a dwarf named Redhammer standing over the entrance to a submarine.

Before approaching him, we recommend taking a moment toput Wyll in your party if he isn’t already there. Additionally, make sure you’re stocked up on Misty Step and Haste scrolls and fully rested. Then, speak to Redhammer and you’ll discover that this vehicle provides the only passage between the Lower City and a prison known as the Iron Throne.

NOTE: Going to the Iron Throne and attempting to rescue the prisoners will make Gortash hostile to you and your party. Consequently, on your return, that means that the Steel Watchers will attack on sight. Disabling them will be next on our Baldur’s Gate 3 Act 3 Checklist after the Iron Throne, however. Once that’s done they shouldn’t give you any more trouble while you’re traveling.

Iron Throne

The Iron Throne is a location where several different quests converge, and it can provide a major challenge if you want to rescue all of the prisoners inside. There are two individuals, and then a group of gnomes you can set free. This includes Wyll’s father Duke Ravengard, Omeluum, and 12 Gondian gnomes. In all, these prisoners are spread out between 8 cells (and one Gondian strapped to a chair). You’ll also have to deal with Sahuagin enemies that spawn throughout the entire encounter.

Furthermore, Gortash becomes aware of your trip to the Iron Throne and in retaliation floods the prison. Therefore, rescuing the prisoners will be a timed event. If playing on Explorer difficulty you will have 8 turns to free everyone and return to the submarine, 6 on Balanced, and only 5 on Tactician.

Steel Watch Foundry

When you get back to the city from the Iron Throne, Gortash and the Steel Watchers will now be immediately hostile to you. Your next best step in our Baldur’s Gate 3 Act 3 Checklist is to disable the Steel Watchers so you’re able to move around the city freely again. The Steel Watch Foundry can be found on the other side of the docks, and you can quickly use the Grey Harbour Docks waypoint to get there.

There are a few different ways of getting inside the Steel Watch Foundry, but the best two options are:

Return to Wyrm’s Rock Fortress

With the Steel Watchers now defunct, Gortash is significantly more vulnerable. Now would be a good time to attack him and take his Netherstone unless, for some reason, you wished to defeat Orin first. We recommend doing Gortash first in this Baldur’s Gate 3 Act 3 Checklist, but if you prefer the latter, proceed to the next section.

When you’re ready to face Gortash, use the Wrym’s Rock Fortress waypoint to return quickly. There will likely be guards you need to fight as you return to the third floor. However, since you’ve disabled the Steel Watch, these fights will not be as difficult.

Moreover, Gortash will not be alone on the third floor. He’ll have a few guards with him that you’ll want to take out first. Additionally, it’s better to destroy the traps lining the walls in the first room, attack the enemies at range, and draw them back into that room. It’s easier to fight in there than to deal with the additional traps on the walls inside the second room on top of the humanoid enemies. When the battle is over, loot Gortash and take his hand to make finding Orin easier.

Candulhallow’s Tombstones

Once Gortash is defeated, the only remaining major goal in the game is to find and confront Orin. As mentioned previously, killing Orin will hasten the final segments of Baldur’s Gate 3, so now is a really good point in the game to explore any other areas of the map you wish.

If you’ve killed Gortash first, visit your camp at some point to receive a note Orin left for you. She’ll congratulate you on your victory and say a rather curious line: “Remember: Sicarius!” This is a password you’ll need to find the next important location.

To get there, you first need to go to Candulhallow’s Tombstones, which is in the northeastern portion of the city. Use the Basilisk Gate waypoint; you’ll find it just behind the Elfsong Tavern. Pick the lock to get inside and head into the back office room. There is a button hidden behind a painting on the wall. Pressing it will move the bookcase to the opposite wall, revealing a secret door. Use the password ‘Sicarius,’ and the door will open for you.

Murder Tribunal

You will discover the Murder Tribunal behind the secret door in Candulhallow’s Tombstones following our Baldur’s Gate 3 Act 3 Checklist. If you’d like to see some unique dialogue inside, you should bring Jaheira and/or Minsc.

There is only one path forward, and this will bring you to an antechamber where three guards will stop and ask for proof you have killed. Present your victim’s hand and they will open the doors. However, if you are roleplaying a good character, it will make an upcoming fight much easier to close the doors and then attack and kill the guards out here. If you don’t, they will join the other fight later.

Inside, you will find Sarevok Anchev, who is none too pleased to see his former enemies standing with you. If you’re running an evil character, you can offer to sacrifice Jaheira/Minsc to appease him, or you can even Intimidate/Persuade them to kneel to Sarevok. If you are good-aligned, then you’re in for a fight.

Echo of Abazigal Merchant (only available if you side with Bhaal)

Undercity Ruins

The Undercity Ruins can be accessed from the Lower City sewers by walking north through a stone arch. When you first visit, it won’t look like there is much besides the silent merchant Voiceless Penitent Bareki and a new waypoint. However, near the waypoint, look above, and you will see a hanging corpse. Shoot at the corpse with a ranged weapon, and the spilled blood will cause a doorway to the east to open.

Before you travel down this path, ensure your party is healed up and ready for a fight. About halfway down the hill, you will encounter an ambush. Several assassins will attack from a distance and use Invisibility or Sanctuary. Be prepared to use area-of-effect spells such as Call Lightning. For a full walkthrough of the fight, check out ourBonespike Glovesguide.

Temple of Bhaal

The Temple of Bhaal is the next stop in our Baldur’s Gate 3 Act 3 Checklist. It is found to the east of the Undercity Ruins, and you cannot enter it at all unless you’ve brought the Amulet of Bhaal with you. Inside, the cultists are not immediately hostile. you may approach Orin in the center without having to fight your way through.

After confronting Orin, you can do a little bit of exploring and make your way back into Orin’s room. There’s nothing special back there in the way of loot, but you can pick up some interesting tidbits of backstory about her.

Morphic Pool

Once both Orin and Gortash are dead, the Elder Brain starts to have a stronger effect on the city of Baldur’s Gate. We’re heading into the end game in our Baldur’s Gate 3 Act 3 Checklist. At this point, it’s best to get prepared: rest to heal your party to full, craft/buy potions, stock up on scrolls, etc. When you’re ready, take the northern path in the Undercity Ruins to reach a small dock at the far end. There are a bunch of rats hanging around, but they can be ignored and walked around. Taking the boat will officially start the end game and there is no turning back.

The Morphic Pool is a smaller area that has one location where you’ll be ambushed by a bunch of Intellect Devourers and Intellect Gluttons. As usual, the Intellect Devourers aren’t very strong, but the Gluttons are annoying because they will explode with Brine which causes Acid damage to anyone nearby.

The High Hall

After deciding and leaving the Astral Prism, you’ll arrive at The High Hall in the Upper City. You’ll run into Kith’rak Voss, and depending on your choices in the Prism, he will respond accordingly. You may end up in a fight, but after that, you will move into a room where all your allies wait. This is where you will see whomever you were able to recruit in Gather Your Allies. There will be a speech, and you can speak to individuals after. Additionally, a vendor will be there where you can stock up on any last-minute items.

For the final confrontation, we highly recommend stocking up on Invisibility spell scrolls and potions and ensuring at least one character has the Glove of Invulnerability spell. Additionally, the Hold Monster spell and scrolls can be useful, and be sure to bring along Potions of Speed/Misty Step scrolls for the very last combat potion against the Netherbrain.

Baldur’s Gate 3 Finale

Congratulations on defeating the Netherbrain! The game will now give you some time to spend with your companions, both at the end of events and later on with a follow-up epilogue. Maybe now you want to re-roll with a new character to follow new paths? Feel free to swing back around to ourAct 1 Checklist! Our thanks for using this guide, we hope you found the Baldur’s Gate 3 Act 3 Checklist helpful!

Q. Is Act 3 the hardest BG3?

Ans. No, Act 3 is not the hardest. But it is most certainly the most complex act in BG3.

Q. What quests are in Act 3 BG3?

Ans. In, total, there are more than 35 quests in BG3.

Q. How many hours to complete BG3 Act 3?

Ans. If you are aiming for just the main story, you need to invest around 15-20 hours. For all side quests though, you will need to put in around 30-35 hours.

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