Ad placeholder
Act Three: Difference between revisions
No edit summary |
(→Summary: Removed an extra "the") |
||
Line 19: | Line 19: | ||
Act Three is the final act of the game, concluding all companion stories and the main quest-line of the game. Discovering the leaders of the cult of the Absolute while searching for [[Ketheric Thorm]] in the [[Mind Flayer Colony]] below Moonrise Towers, the party learns the true identity of the Absolute, and the means by which it is controlled. | Act Three is the final act of the game, concluding all companion stories and the main quest-line of the game. Discovering the leaders of the cult of the Absolute while searching for [[Ketheric Thorm]] in the [[Mind Flayer Colony]] below Moonrise Towers, the party learns the true identity of the Absolute, and the means by which it is controlled. | ||
With [[Enver Gortash]] and [[Orin the Red]] stationed in Baldur's Gate, the party travels there to obtain their Netherstones, and use them to control or defeat | With [[Enver Gortash]] and [[Orin the Red]] stationed in Baldur's Gate, the party travels there to obtain their Netherstones, and use them to control or defeat the [[Netherbrain]]. | ||
While in the city, the party may stumble into old allies and acquaintances, such as the [[tiefling refugees]], and make new ones who can help in their charge against the Netherbrain. | While in the city, the party may stumble into old allies and acquaintances, such as the [[tiefling refugees]], and make new ones who can help in their charge against the Netherbrain. |
Revision as of 07:05, 10 March 2024
Acts |
---|
End |
Act Three of Baldur's Gate 3 is the final act of the game, taking place as the player arrives at the city of Baldur's Gate after leaving the Shadow-Cursed Lands at the end of Act Two.
After discovering the plans of the Cult of the Absolute, and the means to cure themselves of their tadpoles, the party must travel to Baldur's Gate to confront the leaders of the cult, and decide the fate of the Absolute.
While in the city, there are old friends to meet, old enemies to be dealt with, and new allies to be made.
Spoiler warning: The following content contains unhidden spoilers for Act 3. |
Companions
One additional companion can be recruited in Act Three, only if Jaheira was recruited in Act Two.
Summary
Act Three is the final act of the game, concluding all companion stories and the main quest-line of the game. Discovering the leaders of the cult of the Absolute while searching for Ketheric Thorm in the Mind Flayer Colony below Moonrise Towers, the party learns the true identity of the Absolute, and the means by which it is controlled.
With Enver Gortash and Orin the Red stationed in Baldur's Gate, the party travels there to obtain their Netherstones, and use them to control or defeat the Netherbrain.
While in the city, the party may stumble into old allies and acquaintances, such as the tiefling refugees, and make new ones who can help in their charge against the Netherbrain.
Quests
Main quests
Companion quests
- Shadowheart (Daughter of Darkness)
- Karlach (Our Fiery Friend)
- Wyll (The Blade of Frontiers)
- Lae'zel (The Githyanki Warrior)
- Astarion (The Pale Elf)
- Gale (The Wizard of Waterdeep)
Personal quests
Side quests
Act 3 Spoilers! This section reveals details about the story of Baldur's Gate 3.
- Rescue the Grand Duke
- Free the Artist
- Help the Cursed Monk
- Find Mol
- Find the Nightsong
- Help the Devilish Ox
- Find the 'Stern Librarian' Ffion
- Solve the Open Hand Temple Murders
- Find the Missing Letters
- Feed the Mind Flayer
- Find Dribbles the Clown
- Aid the Underduke
- Avenge the Drowned
- Deal with the Gnomes
- Avenge the Ironhands
- Save the Gondians
- Help the Hag Survivors
- Avenge the Hag Survivors
- Save Vanra
- Investigate the House of Grief
- Investigate the Suspicious Toys
- Investigate Cazador's Palace
- Return Rakath's Gold
- Roveer's Storehouse
- Visit the Emperor's Old Hideout
- Stop the Presses
- Find Mystic Carrion's Servant
- Retrieve Omeluum
- Free Counselor Florrick
- Find a way into Wyrm's Rock fortress
Locations
Act Three begins at the camp location Wyrm's Lookout, then with a trip to the Astral Plane. After resting, Baldur's Gate proper is reached, consisting of Rivington and Wyrm's Crossing, then the Lower City, Lower City Sewers and Undercity Ruins. The final stages of Act Three take place in the Upper City, an area not accessible otherwise.
Rivington
Rivington is the southern-most district of Baldur's Gate, making up part of the outer city. Due to the Absolute's army marching towards the Gate, many displaced peoples have travelled there seeking refugee. However, the refugees have been barred from the city, and are instead set up in camps around Rivington, with a Requisitioned Barn holding donations.
Within Rivington, the Circus of the Last Days, Open Hand Temple and Gur Camp can be found, as well as the places of business; Rivington General and Sword Coast Couriers.
Wyrm's Crossing
Wyrm's Crossing is a double-bridge structure spanning the Chionthar river, with many shops and businesses found along it. In order to reach the city, the crossing and its two bridges must be passed, and then on past Wyrm's Rock Fortress where Lord Enver Gortash is being inaugurated.
Lower City
The Lower City makes up a large part of the city, with many places of business, factories and homes, such as the Elfsong Tavern, the Steel Watch Foundry and Sorcerous Sundries. It's many streets and alleys hide various secrets and characters to discover, as well as entrances to the Lower City Sewers.
The Lower City can be accessed after passing through Wyrm's Rock Fortress.
Lower City Sewers and Undercity Ruins
Beneath the Lower City is it's large sewerage system, home to The Guild at their Guildhall, and many sewer dwellers and Bhaal Cultists.
North of the sewers, through a connecting archway, is the Undercity Ruins; an old and ruined underground city.
Notes
- Act Three was not available during Early Access.