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{{UnderConstruction}}
{{Location page
| prefix = The
| name = Iron Throne
| alt name =
| image = Iron Throne Map.jpg
| image description = Map of the Iron Throne
| act = three
| summary = It is an underwater prison that can only be accessed by a [[Submersible]] from the basement of [[Flymm Cargo]].
| region prefix = the
| region = Lower City
| north =
| west =
| east =
| south =
}}
== Information ==
 
Arriving at the Iron Throne triggers a countdown, whose duration depends on [[difficulty]]: 8 turns on Explorer, 6 turns on Balanced, and 5 turns on Tactician or Honour. When the countdown finishes, any characters who have not returned to the submersible are instantly killed, possibly failing their respective quests. Killed party members, however, can be revived after leaving the Iron Throne.
 
[[File:Iron Throne Map.jpg|thumb|Map of the Iron Throne]]
[[File:Iron Throne Map.jpg|thumb|Map of the Iron Throne]]
The '''Iron Throne''' is a underwater prison [[location|located]] in the [[Lower City]] of [[Baldur's Gate]] in [[Act Three]]. It can only be accessed by a [[Submersible]] from the basement of [[Flymm Cargo]].
The prison is made up of a central area with four tunnels leading off in each cardinal direction. Each tunnel has {{cond|Sturdy}} or {{cond|Medium Toughness}} Double Glasshouse Doors at the end, which can be closed by using a lever inside the tunnel next to the door. All tunnels also have a pair of heat detectors. If these detectors are destroyed, or if any fire effect occurs in the tunnel{{verify}} (including the Oil Barrels), it will close doors at both ends of the tunnel.
 
The cells can be opened most easily by using the levers (which does not cost an action), or alternatively by hitting them with ranged attacks.
 
There are various types of hostile [[Sahuagin]] patrolling the corridors, and more that spawn over time from the deep water in the southern hall. With their low damage output and overall weakness they are unlikely to be a real threat to the party at this point, but they can kill the prisoners or ensnare characters with their nets.


== Area Information ==
==== Gondians ====
As part of {{Quest|Save the Gondians}}, there are thirteen Gondians located throughout the prison. They will take no actions besides {{SAI|Dash}}, which together with their {{cond|Glimpse of Freedom}} condition allows them to move very quickly.
* {{CharLink|Caralee Grollo}} in a cell south-west of the central ladder
* {{CharLink|Flansy Thornwhist}} in a cell north-east of the central ladder
* {{CharLink|Obelia Toobin}} south of the central ladder, not in a cell
* {{CharLink|Santoria}} tied up in a chair outside the southern cell
* {{CharLink|Thindo Vintervur}} in the southern cell
* {{CharLink|Ceres Olsin}}, {{CharLink|Ogro Nettles}} and {{CharLink|Zumbo Pumbo}} in the northern of the two western cells
* {{CharLink|Deedle Ofran}} and {{CharLink|Marlono Rhandle}} in the southern of the three eastern cells
* {{CharLink|Featherweight Falson}}, {{CharLink|Hastar Biggs}} and {{CharLink|Phoenix Lubbins}} in the southern of the two western cells


The prison is made up of a central area with four tunnels leading off in each cardinal direction. Each tunnel has {{cond|Sturdy}} Double Glasshouse Doors at the end, which can be closed by using a lever inside the tunnel next to the door. Each tunnel also has a pair of heat detectors. Destroying either one will close the doors at both ends of the tunnel.
==== Duke Ravengard ====
{{CharLink|Ulder Ravengard|Grand Duke Ulder Ravengard}} can only be saved if Gortash's coronation has been attended. If {{CharLink|Wyll}} has been recruited, it is highly recommended to speak to him after the coronation, and then return to camp to see {{CharLink|Mizora|Mizora's}} bargain, as part of {{Quest|The Blade of Frontiers}} and {{Quest|The Grand Duke}}. Wyll does ''not'' have to accept Mizora's new pact to save his father, but doing so makes it easier.


There are eight locked cells throughout the prison, each locked by a {{cond|Sturdy}} Glasshouse Door which can opened and closed by pulling a nearby lever, or lockpicked with a {{Ability Check|Sleight of Hand}} (DC 21-25).
Duke Ravengard is in the block of cells directly east from the ladder to the submersible. He is in the middle cell, and is damaged to only 35 HP. He will also have the {{Cond|Fiendish Obeisance}} status, unless Wyll wasn't recruited. Upon opening the door to his cell, the party gains control over the Duke's movements. However, once he leaves the cell, if Wyll broke his pact with Mizora, then she appears and attempts to have him killed; she gives him the {{Cond|Fiendish Obeisance: Kneel}} status for one turn, preventing him from moving and giving him Disadvantage on Dexterity saves, and summons multiple [[Combustion Belly Spiderling]], which try to self-destruct on him. The Duke can be helped to survive or avoid the spiders using a variety of means including healing, {{SAI|Protection from Energy: Fire}}, {{SAI|Shield of Thralls}}, {{SAI|Dimension Door}}, or {{SAI|Teleport to Submersible}}. Mizora does not appear if Wyll has died before resigning their pact. If Mizora is unable to appear, because she is under the effects of [[Flesh to Stone]] or similar, the Spiderlings will still spawn, but Ravengard will not be forced to kneel, making him much easier to save.
 
==== Omeluum ====
{{CharLink|Omeluum}} may be found here as part of {{Quest|Retrieve Omeluum}}. It will be unavailable if it was previously killed or if {{Quest|Steal a Githyanki Egg}} was completed by giving the egg to {{CharLink|Esther|Lady Esther}}. It can be found down the southern path, in a cell, strapped to a chair, and must be freed with the Help command. Next to it on the table is a Mind Flayer Parasite Specimen, and the nearby backpack contains valuable selections from Omeluum's merchant inventory.
 
Omeluum's {{SAI|Teleport to Submersible}} allows it to teleport itself and another ally to the submersible, which makes escape for the party member who freed him much easier. There may even be time for Omeluum to help others -- for example Omeluum can whisk Duke Ravengard to safety.
 
==== Cells ====
There are nine locked cells throughout the prison, each locked by a {{cond|Sturdy}} Glasshouse Door which can opened and closed by pulling a nearby lever, or lockpicked with a {{Ability Check|Sleight of Hand}} (DC 21-25). Hitting a lever with any ranged attack or even an explosive blast will cause it to activate and open the door.


== Related Quests ==
== Related Quests ==
* [[Rescue the Grand Duke]]
* {{Quest|Rescue the Grand Duke}}
* [[The Grand Duke]]
* {{Quest|Retrieve Omeluum}}
* [[Save the Gondians]]
* {{Quest|Save the Gondians}}
* [[Retrieve Omeluum]]
* {{Quest|The Blade of Frontiers}}
** {{SubQuest|The Grand Duke}}


== Related Locations ==
== Related locations ==
* [[Flymm Cargo]]
* {{Loc|Flymm Cargo}}
* [[Submersible]]
* {{Loc|Submersible}}
 
== Related literature ==
* {{MdRarityItem|Underwater Facility Plans}}


== Notable Loot ==
== Notable Loot ==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
 
* {{MdRarityItem|Duke Ravengard's Longsword}} dropped by [[Duke Ulder Ravengard]]
*{{RarityItem|Emblazoned Plate of the Marshal}} dropped by [[Duke Ulder Ravengard]]
* {{MdRarityItem|Emblazoned Plate of the Marshal}} dropped by [[Duke Ulder Ravengard]]
*{{RarityItem|Duke Ravengard's Longsword}} dropped by [[Duke Ulder Ravengard]]
* {{MdRarityItem|High Security Vault n°6 Key}} in the north-western room
*{{RarityItem|Infernal Iron}} in the room below the submersible
* {{MdRarityItem|Infernal Iron}} in the room below the submersible
*{{RarityItem|Mace +1}} on the corpse of Waldemar Prinski, in the northern room
* {{MdRarityItem|Mace +1}} on the corpse of [[Waldemar Prinski]], in the northern room
* [[Missive to Prinski]] on the corpse of Waldemar Prinski, in the northern room
* {{MdRarityItem|Mind Flayer Parasite Specimen}} in the south-western cell
*{{RarityItem|Counting House Vault 6 Key}} in the north-western room
* {{MdRarityItem|Missive to Prinski}} on the corpse of [[Waldemar Prinski]], in the northern room
*{{RarityItem|Mind Flayer Parasite Specimen}} in the south-western cell
 
== Notable NPCs ==
*[[Duke Ulder Ravengard]] in the central one of the three eastern cells
*[[Omeluum]] in the south-west cell (if [[Steal a Githyanki Egg]] was resolved without [[Lady Esther]] receiving a [[Githyanki]] egg)
*Thirteen [[Gondian]] prisoners:
**[[Obelia Toobin]] south of the central ladder, not in a cell
**[[Caralee Grollo]] in a cell south-west of the central ladder
**[[Flansy Thornwhist]] in a cell north-east of the central ladder
**[[Thindo Vintervur]] in the southern cell
**[[Santoria]] tied up in a chair outside the southern cell
**[[Deedle Ofran]] and [[Marlono Rhandle]] in the southern of the three eastern cells
**[[Ceres Olsin]], [[Ogro Nettles]] and [[Zumbo Pumbo]] in the northern of the two western cells
**[[Featherweight Falson]], [[Hastar Biggs]] and [[Phoenix Lubbins]] in the southern of the two western cells


== Creatures ==
== Creatures ==
*[[Sahuagin Champion]]s
* {{MdCharLink|Combustion Belly Spiderling}}s
*[[Sahuagin Hunter]]s
* {{MdCharLink|Sahuagin Champion}}
*[[Sahuagin]]
* {{MdCharLink|Sahuagin Hunter}}
*[[Combustion Belly Spiderling]]s
* {{MdCharLink|Sahuagin}}


== Notes ==
== Notes ==
*The levers in this area can be flipped with ranged attacks.
{{notebegin}}
* Since the turn limit effectively imposes a limit on the total number of actions the party can take, the task can be made significantly easier by bringing along as many summoned creatures, pets, familiars, etc. as possible, to increase the total number of actions possible. Many summoned creatures are not capable of interacting with objects (and therefore can't open the doors, unless they attack the lever) but they can be helpful in managing the Sahuagin, protecting the prisoners, and getting in the way of the threats to Ravengard (if applicable).
* Likewise, increasing the total number of actions through the use of Haste spells/scrolls and Potions of Speed will help immensely. In the case of Haste spells be careful to avoid situations which would break concentration. In the case of potions, quaffing a new potion as a final bonus action after expending all regular actions, on the turn when the Hastened condition is set to expire will allow continuation without incurring the Lethargic condition -- which could prove problematic or even fatal.
* Sahuagin confronted with a closed door will often stop to try to break it down, which is usually futile as they cannot do enough damage in a single normal hit to overcome the doors' [[Sturdy (Condition)|Sturdy]] condition. Closing some of the doors to the central area can thus effectively neutralize them, though this may make it impossible to rescue anyone still on the other side.
* Any character that died either during the escape or because of the structural failures will wash up on the small beach south of [[Old Garlow's Place]].
* Although likely a bug, it is possible to jump from the submarine into the prison directly through the use of {{SAI|Enhance Leap}} and {{SAI|Feather Fall}}. The timer only starts ticking when a character interacts with the ladder, so entering this way allows the party to explore the prison at their leisure, eliminating the enemies and recovering loot without a time limit. However, releasing any of the prisoners prior to starting the timer will put them in a broken state where they will not attempt to escape even after the timer starts, making it impossible to rescue them.
{{noteend}}


== External links ==
== External links ==
* {{FRWiki|Iron Throne headquarters|long}}
* {{FRWiki|Iron Throne headquarters|long}}
{{Iron Throne}}
[[Category:Locations]]
[[Category:Act Three Locations]]

Latest revision as of 23:01, 6 November 2024

The Iron Throne is a Location within the Lower City in Act Three of Baldur's Gate 3. It is an underwater prison that can only be accessed by a Submersible from the basement of Flymm Cargo.

Information[edit | edit source]

Arriving at the Iron Throne triggers a countdown, whose duration depends on difficulty: 8 turns on Explorer, 6 turns on Balanced, and 5 turns on Tactician or Honour. When the countdown finishes, any characters who have not returned to the submersible are instantly killed, possibly failing their respective quests. Killed party members, however, can be revived after leaving the Iron Throne.

Map of the Iron Throne

The prison is made up of a central area with four tunnels leading off in each cardinal direction. Each tunnel has Sturdy Sturdy or Medium Toughness Medium Toughness Double Glasshouse Doors at the end, which can be closed by using a lever inside the tunnel next to the door. All tunnels also have a pair of heat detectors. If these detectors are destroyed, or if any fire effect occurs in the tunnel[Needs Verification] (including the Oil Barrels), it will close doors at both ends of the tunnel.

The cells can be opened most easily by using the levers (which does not cost an action), or alternatively by hitting them with ranged attacks.

There are various types of hostile Sahuagin patrolling the corridors, and more that spawn over time from the deep water in the southern hall. With their low damage output and overall weakness they are unlikely to be a real threat to the party at this point, but they can kill the prisoners or ensnare characters with their nets.

Gondians[edit | edit source]

As part of Save the Gondians Save the Gondians, there are thirteen Gondians located throughout the prison. They will take no actions besides Dash Dash, which together with their Glimpse of Freedom Glimpse of Freedom condition allows them to move very quickly.

Duke Ravengard[edit | edit source]

Ulder Ravengard Grand Duke Ulder Ravengard can only be saved if Gortash's coronation has been attended. If Wyll Wyll has been recruited, it is highly recommended to speak to him after the coronation, and then return to camp to see Mizora Mizora's bargain, as part of The Blade of Frontiers The Blade of Frontiers and The Grand Duke The Grand Duke. Wyll does not have to accept Mizora's new pact to save his father, but doing so makes it easier.

Duke Ravengard is in the block of cells directly east from the ladder to the submersible. He is in the middle cell, and is damaged to only 35 HP. He will also have the Fiendish Obeisance Fiendish Obeisance status, unless Wyll wasn't recruited. Upon opening the door to his cell, the party gains control over the Duke's movements. However, once he leaves the cell, if Wyll broke his pact with Mizora, then she appears and attempts to have him killed; she gives him the Fiendish Obeisance: Kneel Fiendish Obeisance: Kneel status for one turn, preventing him from moving and giving him Disadvantage on Dexterity saves, and summons multiple Combustion Belly Spiderling, which try to self-destruct on him. The Duke can be helped to survive or avoid the spiders using a variety of means including healing, Protection from Energy: Fire Protection from Energy: Fire, Shield of Thralls Shield of Thralls, Dimension Door Dimension Door, or Teleport to Submersible Teleport to Submersible. Mizora does not appear if Wyll has died before resigning their pact. If Mizora is unable to appear, because she is under the effects of Flesh to Stone or similar, the Spiderlings will still spawn, but Ravengard will not be forced to kneel, making him much easier to save.

Omeluum[edit | edit source]

Omeluum Omeluum may be found here as part of Retrieve Omeluum Retrieve Omeluum. It will be unavailable if it was previously killed or if Steal a Githyanki Egg Steal a Githyanki Egg was completed by giving the egg to Esther Lady Esther. It can be found down the southern path, in a cell, strapped to a chair, and must be freed with the Help command. Next to it on the table is a Mind Flayer Parasite Specimen, and the nearby backpack contains valuable selections from Omeluum's merchant inventory.

Omeluum's Teleport to Submersible Teleport to Submersible allows it to teleport itself and another ally to the submersible, which makes escape for the party member who freed him much easier. There may even be time for Omeluum to help others -- for example Omeluum can whisk Duke Ravengard to safety.

Cells[edit | edit source]

There are nine locked cells throughout the prison, each locked by a Sturdy Sturdy Glasshouse Door which can opened and closed by pulling a nearby lever, or lockpicked with a Sleight of Hand check (DC 21-25). Hitting a lever with any ranged attack or even an explosive blast will cause it to activate and open the door.

Related Quests[edit | edit source]

Related locations[edit | edit source]

Related literature[edit | edit source]

Notable Loot[edit | edit source]

Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:

Creatures[edit | edit source]

Notes[edit | edit source]

  • Since the turn limit effectively imposes a limit on the total number of actions the party can take, the task can be made significantly easier by bringing along as many summoned creatures, pets, familiars, etc. as possible, to increase the total number of actions possible. Many summoned creatures are not capable of interacting with objects (and therefore can't open the doors, unless they attack the lever) but they can be helpful in managing the Sahuagin, protecting the prisoners, and getting in the way of the threats to Ravengard (if applicable).
  • Likewise, increasing the total number of actions through the use of Haste spells/scrolls and Potions of Speed will help immensely. In the case of Haste spells be careful to avoid situations which would break concentration. In the case of potions, quaffing a new potion as a final bonus action after expending all regular actions, on the turn when the Hastened condition is set to expire will allow continuation without incurring the Lethargic condition -- which could prove problematic or even fatal.
  • Sahuagin confronted with a closed door will often stop to try to break it down, which is usually futile as they cannot do enough damage in a single normal hit to overcome the doors' Sturdy condition. Closing some of the doors to the central area can thus effectively neutralize them, though this may make it impossible to rescue anyone still on the other side.
  • Any character that died either during the escape or because of the structural failures will wash up on the small beach south of Old Garlow's Place.
  • Although likely a bug, it is possible to jump from the submarine into the prison directly through the use of Enhance Leap Enhance Leap and Feather Fall Feather Fall. The timer only starts ticking when a character interacts with the ladder, so entering this way allows the party to explore the prison at their leisure, eliminating the enemies and recovering loot without a time limit. However, releasing any of the prisoners prior to starting the timer will put them in a broken state where they will not attempt to escape even after the timer starts, making it impossible to rescue them.

External links[edit | edit source]