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Disable the Steel Watch
Disable the Steel Watch is a sub-quest of the quest in Act Three of Baldur's Gate 3. It can be started by speaking to Enver Gortash in the audience chamber above Wyrm's Rock Fortress or by encountering Orin the Red in the Lower City Sewers.
Objectives[edit | edit source]
Walkthrough[edit | edit source]
As part of Steel Watchers. One way to weaken him is by destroying them. The party can learn more about the Steel Watch by speaking to Wulbren and embarking on , or by exploring the Lower City.
, the party must figure out how to defeat Gortash, who is surrounded byInvestigating 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 Gondians' 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 and either save the Gondians along the way, or leave them to die.The quests to save the Gondians and to avenge the Ironhands do 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 Neurocitor which controls the Foundry. After the fight, the party can use the code gained from Zanner or plant the Runepowder Bomb.
Planting the Runepowder Bomb grants the following inspiration:
- ( backgrounds)
- ( backgrounds)
- ( backgrounds)
- ( backgrounds)
The fight can be skipped entirely by using to walk past the Steel Watchers and interact with the Neurocitor.
Ignoring the Watch[edit | edit source]
It is possible to kill Gortash before the Steel Watch has been destroyed. If this happens, the Elder Brain takes control of the Steel Watch and use them to destroy the Foundry. Additionally, a dead man's switch is activated on the Iron Throne, making it inaccessible and killing the hostages inside.
Quest Rewards[edit | edit source]
Gontr Mael - a legendary weapon dropped by the Steel Watch Titan
- A new ally for Gather Your Allies - potentially both the Ironhand Gnomes and the Gondians, or one or the other.
- ( backgrounds)
- ( backgrounds)
Notes[edit | edit source]
- Zanner Toobin is initially present on the Foundry floor and only moves to the Security Office after the entrance cutscene plays. If the cutscene never plays he will remain on the Foundry floor.
- The Runepowder Bomb can be used to blow up the factory without consuming it. When interacting with the Neurocitor it's necessary to have the bomb in the inventory and select the dialogue option "Focus on the centre of the Neurocitor - the perfect place for the runepowder bomb.". Then selecting another party member and letting them place the bomb outside the factory or in camp makes it then possible to select the party member who is still in dialog with the Neurocitor and chose the dialogue option "Carefully place the bomb.". After the cutscene the bomb can be picked up where it was placed.
- The bookshelf containing The Many Faces of Gond may be destroyed during combat, resulting in the book becoming unobtainable and locking the party out of destroying the foundry. Failing to stop a Motivator from activating during combat can detonate Grindo Biggs's collar in the operating area and destroy it prematurely. This can be avoided by sending an invisible character to retrieve the book before initiating combat.