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Avenge the Ironhands
Avenge the Ironhands is a quest in Act Three of Baldur's Gate 3. It can be started by speaking to Wulbren in Moonrise Towers at the end of Act Two or by approaching the gate to Wyrm's Crossing in Rivington.
Objectives[edit | edit source]
Walkthrough[edit | edit source]
Finding Wulbren and the Ironhand Gnomes[edit | edit source]
If Wulbren was rescued as part of Moonrise Towers after is completed. Here, he can be spoken to and mentions grand plans for the city of Baldur's Gate. This adds the quest to the quest log, but the bulk of the quest does not commence until Act Three starts.
, he appears inThe gnomes are encountered once the party approach the checkpoint and answer the Flaming Fist's questions, having the Steel Watcher scan them. As the party is about to be arrested as enemies of the Absolute, some deep gnomes pop up and use a Sunflash grenade to disable the Steel Watcher. The Flaming Fists at the checkpoint give chase, and the gnomes run off somewhere to the east.
The deep gnome hideout can be accessed by climbing down a set of vines at X: 38 Y: 26. Approaching the cave triggers a DC 15 Survival check which, if passed, reveals a set of footprints leading into the cave.
After entering the cave, a deep gnome greets the party, stating Wulbren has not forgotten what they did for him at Moonrise Towers. Wulbren can be found in the southwestern room at X: -258 Y: -1084, along with Barcus, if he survived. Wulbren states that the city has gone to hell and that the Gondians are responsible for it. They created the Steel Watchers who are guarding the city. Wulbren then asks the party to go along with his plan to end the Gondians and their creations once and for all.
Refusing to go along with Wulbren's plan earns the inspiration for party members with the Folk Hero background. Accepting his proposal instead grants the to party members with the Entertainer background and the party receives the Runepowder Bomb.
Investigating the Steel Watch Foundry[edit | edit source]
The Foundry is in the southwestern corner of the Lower City, near the Grey Harbour waypoint. There are multiple ways into the Foundry:
- Unlocking (
DC 20 Sleight of Hand check) the iron gates at X: -234 Y: -181
- Entering a vent in form at X: -246 Y: -126
- Flying onto the roof and jumping down from an open hatch at X: -295 Y: -135
There are two Steel Watchers guarding the front entrance - one which patrols the front and western side of the building, and another which stays on the western side near the loading dock. The Steel Watcher patrolling the front can easily be avoided by lockpicking the front gate and enter the front door while the Watcher is on the western side.
The Gondian's plight[edit | edit source]
Once the Foundry has been entered, a cutscene plays, revealing that the Gondians are being forced to work by Banite cultists, under threat of explosive collars and their families being murdered. If the party approach, the Banites move to attack the cultists and bid the Gondians to aid them. It is possible to convince the Gondians to help fight back, or make the Banites believe the party belong to them:
- [DECEPTION] Forgive the interruption Dread Sister. I've just arrived for duty. (DC 15) (If an automatic DC 7 Religion check was passed)
- [INTIMIDATION] I wish to bathe in the blood of these worthless Banites. You can help Gondians - or you can die. (DC 15
) (If an automatic DC 7 Religion check was passed)
- [INTIMIDATION] Gondians! Fight back! Do not let these people torment you. (DC 18)
- [PERSUASION] I am here to help, Gondians. Together, we can free you all. (DC 18)
- [PALADIN] [PERSUASION] I am here to help, Gondians. Together, we can free you all. (DC 18
)
- [BERSERKER] [BARBARIAN] [INTIMIDATION] Cowardly Gondians - do not let these people torment you! Fight. (DC 18
)
- [BARBARIAN] [INTIMIDATION] COWARDLY GONDIANS - FIGHT BACK! FIGHT WITH ME! (DC 18
)
- [ROGUE] [PERSUASION] A proposal, Gondians. You hold these arseholes, and I stab them all to death? (DC 18
)
- [BARD] [PERSUASION] I've heard many a tale of Gondian genius and courage. Let us write another today - and take down your captors. (DC 18
)
- Touch these people, and I'll kill you.
If the option was chosen and passed, Tamia Holzt gives the party the Motivator and does not become hostile. Two hostile Banites and Steel Watchers guarding outside also disappear if they have not been fought before.
If either the or options are chosen and passed, the Gondians help the party. Otherwise, they are too scared to fight against the Banites and remain hostile until Black Gauntlet Tamia Holzt is defeated. Upon her death, the Motivator she carries begins to activate and can be deactivated with a DC 5 Intelligence check. After the battle, the Gondians begin to panic and state that their families are being kept hostage.
In order to gain more information, the party must go into the Security Office. The key can be looted off of Tamia Holzt's body, or the door to the office can be lockpicked ( DC 15 Sleight of Hand check). Only one Gondian is inside - Zanner Toobin, who immediately recognizes the party as intruders. He explains more about the Gondian's families being held hostage and begs the party to rescue his daughter. If the party agree, he helps to shut the place down. Unfortunately, Zanner is not sure where the family members are being held and suggests going deeper into the Foundry to find more information. This begins .
If the party rescued the Iron Throne prisoners before visiting the Foundry, Zanner Toobin is present during the first cutscene with and the Gondians automatically help the party fighting the Banites, skipping the initial dialogue check.
In the Foundry[edit | edit source]
After encountering Zanner, there are several avenues to approach disabling the Steel Watch. It is possible to
by rescuing the Gondians and their families or the party can complete without saving the Gondians along the way, or leaving them to die.The quests to save the Gondians does not need to be undertaken to finish disabling the Steel Watch. If failing to disable the Motivator and the Gondians die, the party can delve deeper into the Foundry and plant the runepowder bomb. If the runepowder bomb was not taken, Zanner's body can be spoken to with and he provides the code to destroy the Foundry. Otherwise, the party can choose to forsake the Gondians and plant the bomb, killing them in the process.
Alternatively, if Zanner's corpse can not be spoken to (for example, because it was destroyed by an elemental spell), a journal can be looted from him where it is stated that the code is the true name of Gond. The true name of Gond is revealed in The Many Faces of Gond which can be found in the bookcases in the small surgery area in the large foundry area before the room with the Steel Watch Titan.
On going deeper within the Foundry, the party can discover that Hahns Rives is in charge of the entire operation. The party must sneak or fight their way to the Control Centre Antechamber on the western side of the facility. The door leading to the Antechamber requires a DC 30 Sleight of Hand check to be unlocked unless the Control Level Key has been looted or stolen from Hahns Rives. This leads to a hallway filled with Steel Watcher brains, and the control room beyond.
The Titan[edit | edit source]
In order to get to the console to disable the Steel Watch and destroy the Foundry, the party must defeat the Steel Watch Titan, a level 12 enemy, and three level 11 Hellfire Watchers. These must be dealt with to gain access to the Neurociter which controls the Foundry. After the fight, the party can use the code gained from Zanner or plant the Runepowder Bomb. The fight can be skipped entirely by using to walk past the Steel Watchers and interact with the Neurociter.
The Ironhands arrive[edit | edit source]
The Ironhand Gnomes appear once the Foundry explodes to confront any surviving Gondians and congratulate the party. Wulbren states that any Gondians must be killed, as they are a threat to Baldur's Gate. If Barcus is alive, he interjects that the Gondians are no threat and that Wulbren has been a negative influence on the Ironhands.
Choosing these options causes Barcus to step up as the new leader of the Ironhand Gnomes, and both the Gondians and the Ironhand Gnomes become allies to the party:
- [GOOD CLERIC] [PERSUASION] You carry the light and love of all that is good, Barcus. I think you would make an excellent leader of the Ironhands, don't you? (DC 10)
- [DEEP GNOME] [PERSUASION] By all that glitters, perhaps the Ironhand Gnomes need a new leader. What say you, Barcus? (DC 10)
- [ROGUE] [PERSUASION] There's no honour among thieves, Barcus - and same goes for the Ironhands. Take Wulbren's place, lead them yourself! (DC 10)
- [BARD] [PERSUASION] If this was an epic of old, Barcus here would summon his courage - and lead the Ironhand Gnomes. (DC 10)
- [PERSUASION] Perhaps the Ironhand Gnomes need a new leader. What say you, Barcus? (DC 15)
Threatening Wulbren causes him to walk away if successful, promising death on both the party and the Gondians:
- [BERSERKER] [BARBARIAN] [INTIMIDATION] Leave, Wulbren - or I'll cleave that thick skull of yours in two. (DC 18)
- [BARBARIAN] [INTIMIDATION] LEAVE, LITTLE WULBREN. OR DIE. (DC 18)
- [ROGUE] [INTIMIDATION] I know a hundred ways to kill you, Wulbren. So I'm only going to say this once - walk away (DC 18)
- [FIGHTER] [INTIMIDATION] You are outnumbered and outmatched, Wulbren. Retreat - now. (DC 18)
- [INTIMIDATION] Walk away Wulbren - I won't ask twice. (DC 18)
- [WILD MAGIC] [SORCERER] [INTIMIDATION] Wulbren, I could burn you alive - and possibly myself. But that's a chance I'm willing to take - walk away. (DC 18)
- [SORCERER] [INTIMIDATION] Wulbren, don't make me burn you to a crisp. Walk away. (DC 18)
- [OATH OF VENGEANCE] [INTIMIDATION] Leave now, little Wulbren, or I'll split you from head to navel - and that's a promise. (DC 18)
Otherwise, the party can choose to side with the Gondians and a fight against the Ironhand Gnomes ensues:
- I won't let you hurt the Gondians.
- Toobin has suffered enough - I won't let you hurt him.
Or the party can instead support the Ironhand Gnomes resulting in a fight against the Gondians:
- Wulbren makes a good point - you must die for the city, Gondians.
- Sorry Toobin - I guess this is it for you.
If none of the hostages were saved from the Iron Throne, or if Obelia Toobin did not survive - even if some other Godians survived, Wulbren points out the dead bodies floating in the harbor. If the party had previously told Zanner that they survived, he and the Gondians become hostile and attack the party automatically.
Quest rewards[edit | edit source]
Gontr Mael - a legendary weapon dropped by the Steel Watch Titan
- A new ally for - potentially both the Ironhand Gnomes and the Gondians, or one or the other.