TL;DR
- Act 3 of Baldur's Gate 3 unlocks all main story climaxes and 4 distinct endings — this step by step walkthrough keeps you from missing hidden content
- We break down every key decision point with exact consequences, DPS check benchmarks for final bosses, and all unique legendary loot locations
- Use our pre-final boss checklist to make sure you wrap every side quest before locking yourself out of content
- We rank all possible endings to help you pick the one that matches your playthrough's alignment
Act 3 Area Overview
Act 3 is the 40+ hour climax of your Baldur's Gate 3 run, taking place entirely within the city walls of Baldur's Gate (lower city, upper city, and the Undercity). You’ll face a 3-phase final DPS check, wrap every companion quest you started in Acts 1 and 2, and make the final call that determines the fate of Faerûn. This complete guide assumes you know basic BG3 mechanics — no fluff, just endgame progression and loot you can’t get anywhere else.
Total content breakdown for Act 3:
- 16 main story missions
- 29 side quests (12 companion-specific, 17 city-side)
- 7 unique legendary items
- 4 distinct main endings + 12 alternate epilogues based on companion choices
Step-by-Step Progression (Act 3 Start to Wyrm's Rock Fortress)
When you spawn at the Rivington Docks after the Act 2 finale, follow this exact sequence to avoid locking yourself out of side content. Most players mess up by rushing to Wyrm's Rock too early — this order keeps everything open:
1. Rivington Area (Level 9 → 10)
- Clear the Murder Tribunal side quest first: kill Orin the Red's doppelgänger at the Open Hand Temple, grab the Amulet of Bhaal (+2 STR, 1d6 necrotic on melee hits) before progressing. DC 25 Persuasion check lets you avoid fighting the Flaming Fist here — save that rep for later.
- Complete Get Orin's Netherstone preliminary by finding Bhaal's temple entrance in the Sewers. Don't go in yet — you need to be level 10 to tank Orin's 180 base HP and 40-65 piercing damage per multi-attack.
- Do the Iron Throne rescue mission before approaching Gortash at Wyrm's Rock. If you leave it until after you confront Gortash, all hostages die automatically.
2. Lower City (Level 10 → 11)
- Head to the Lower City Gates, pass the DC 20 Deception/Persuasion check to get in without fighting. Fighting the Flaming Fist here locks you out of 3 side quests (including the House of Hope legendary loot pool) so it's not worth it.
- Wrap all companion quests here first: Astarion's Ascension, Shadowheart's Shar/ Selûne choice, Karlach's infernal engine repair, Wyll's pact with Mizora. All of these get locked if you go to Upper City early.
- Clear the Lower City Sewers to find the Goblin Camp hidden entrance, grab the Cloak of the Weave (+2 spell attack rolls, +1 DC) from the dying wizard — that's BIS for any caster build.
- Complete House of Hope before taking on either Gortash or Orin. Raphael has 350 HP and hits for 55-70 fire damage per attack, but beating him early gives you the Orphic Hammer which lets you break Karlach's contract and keep her alive in every ending. That's non-negotiable for a good Karlach ending.
3. Upper City & Wyrm's Rock Fortress (Level 11 → 12)
- After you collect both Gortash's and Orin's Netherstones, you unlock the Upper City gates. Head straight to the Counting House first to grab the Mithral Plate of the Fallen (18 AC, resistance to bludgeoning, +1 CON) — best medium armor for any martial build in the entire game.
- Clear the Absolute's Necropolis in the Undercity to unlock the Ancient Temple entrance under Wyrm's Rock.
- Complete the Stormshore Temple side quest to get the Netherese Scroll of True Resurrection — the only one in the entire game, use this to bring back any companion you killed earlier in the run.
Key Decision Points & Consequences (Exact Outcomes)
Act 3's story hinges on 5 big choices that change everything. We've tested all outcomes in multiple 2025 playthroughs to confirm the exact results:
| Decision | Good Outcome | Bad Outcome |
|---|---|---|
| Let Astarion Ascend | +4 to all ability scores, permanent +20 HP, Astarion becomes the most powerful DPS in your party (120+ DPS baseline) | Astarion becomes evil, leaves your party if you refuse to let him complete the ritual, no good epilogue for him |
| Kill Orin before Gortash | Orin drops the legendary Bhaal's Scimitar (1d8+3 slashing, 1d8 necrotic on hit, crit on 19-20) early | Gortash activates the Steel Watch, 50% more random encounters in the Lower City, all hostages in Iron Throne die |
| Side with Gortash against Orin | Get Gortash as a temporary ally against the Netherbrain, he gives you the Crown of Karsus fragment early | Unlocks the Bane Ending where Gortash rules Faerûn, all companion quests end badly, alignment shift to evil |
| Free Orpheus | Orpheus joins your party for the final battle, all Illithid powers stay unlocked, no party member has to become a full Mind Flayer | The Emperor leaves your party, takes his Netherstone with him, final boss gets +100 HP and 20% damage resistance |
| Become a Mind Flayer yourself | Keep all your companions alive, unlock the Mind Flayer ending where you rule Faerûn as a benevolent Illithid | Permanent transformation: all your ability scores get +2 but you can't romance any companion anymore, most companions dislike the change |
Ending Tier Rankings (All 4 Main Endings)
| Tier | Ending | Ranking Reason |
|---|---|---|
| S | Destroy the Netherbrain, keep your soul, Orpheus free | All companions can get good endings, Faerûn is safe, keeps all your character's identity, best aligned with good/neutral playthroughs |
| A | Become the Absolute, control the Netherbrain | Unique evil ending, massive power for your character, fun alternate playthrough, but most companions die or leave |
| B | Become Mind Flayer, destroy the Netherbrain, sacrifice yourself | Bittersweet, keeps all companions alive, narratively satisfying, but you lose your character at the end |
| C | Side with the Netherbrain, let it take over Faerûn | Bad ending, very little unique content, only for completionists, no fun replay value |
| D | Side with Gortash/Orin, rule together | Half-baked ending, cuts the final boss fight short, no unique epilogue content, skip unless you're 100% completion |
Boss Encounters Summary (Exact DPS Benchmarks & Strategy)
All Act 3 bosses have strict DPS checks — if you don't hit these numbers, you're going to wipe. We compiled the HP values, damage, and one-shot strategies for every big boss:
Orin the Red (Bhaal's Temple)
- Total HP: 180 (first phase) + 120 (Bhaal form second phase) = 300 total
- DPS Check Requirement: 35+ DPS per party member over 4 rounds (she enrages after round 4, one-shots your entire backline)
- Strategy: CC her with Hold Person on the first turn — she has a -2 Wisdom save, 75% chance to land. Focus her down before she can kidnap a companion (she kills the kidnapped companion if you don't kill her in 3 rounds after kidnapping). Use Blade Ward on your tank to negate 50% of her multi-attack damage.
Gortash (Wyrm's Rock Throne Room)
- Total HP: 220 + 200 per Steel Watch Titan (2 spawn total)
- DPS Check Requirement: 40+ DPS per party member over 5 rounds (he activates the fortress self-destruct after 5 rounds, instant wipe)
- Strategy: Use the Netherstone you got from Orin to disable the Steel Watch before fighting him. You can one-shot both Titans with a single well-placed Cloudkill if you don't disable them. Pull Gortash off his throne with Thunderwave to prevent him from using his throne's +2 AC and damage resistance buff.
Raphael (House of Hope)
- Total HP: 350 + 100 per Cambion spawn (4 total spawn over the fight)
- DPS Check Requirement: 30+ DPS per party member over 8 rounds (he heals 50 HP per round after round 8, becomes unkillable)
- Strategy: Break the Orphic Hammer free from the gem on your first turn before engaging Raphael. The hammer does 2x damage to Raphael, so have your martial carry it. Use Counterspell on his Fireball — he casts it every 2 rounds, it deals 8d6 fire damage (average 28 damage) to your entire party, no save if you counter it.
Netherbrain (Final Boss, 3 Phases)
- Total HP: 200 (phase 1) + 300 (phase 2) + 450 (phase 3) = 950 total
- DPS Check Requirement: 50+ DPS per party member over 10 rounds (it infests all your companions with tadpoles after 10 rounds, instant bad ending)
- Strategy: Use the 3 Netherstones to stun the Netherbrain for 1 full turn on phase 3. Burn all your action surge, smite, and high-level spells on that stunned turn. You can skip the entire add phase if you get it below 10% HP during the stun. Keep a tank with 20+ AC on the tentacles to prevent them from one-shotting your casters.
Notable Loot Along the Way (All Legendary Locations)
Act 3 has the best loot in the entire game, and most of it is missable. We compiled all the unique legendary items and where to find them:
| Item | Type | Stats | Location | Tier |
|---|---|---|---|---|
| Bhaal's Scimitar | One-Handed Slashing | 1d8+3 slashing, 1d8 necrotic, crit on 19-20, +1 initiative | Dropped by Orin the Red | S (BIS for dual-wield rogue) |
| Crown of Karsus | Head Armor | +3 INT, +2 spell DC, advantage on all saving throws against magic | Dropped by Gortash | S (BIS for all caster builds) |
| Orphic Hammer | Two-Handed Bludgeoning | 1d10+4 bludgeoning, breaks any magical effect, 2x damage to fiends | House of Hope vault | S (required for best Karlach ending) |
| Bloodthirst | Dagger | 1d4+3 piercing, +2 attack, 1d6 necrotic, crits heal 10 HP | Astarion's Ascension quest reward | A (BIS for thrown dagger build) |
| Mithral Plate of the Fallen | Medium Armor | 18 AC, +1 CON, resistance to bludgeoning, no stealth penalty | Counting House vault, Lower City | S (BIS medium armor for all martials) |
| Cloak of the Weave | Back Attachment | +2 spell attack, +1 spell DC | Lower City Sewers, dead wizard corpse | S (BIS cloak for all casters) |
| Netherese Scroll of True Resurrection | Consumable | Revives any dead companion with full HP and no negative effects | Stormshore Temple, Upper City crypt | FOUND THIS GUIDE HELPFUL?Share it with fellow gamers! RELATED TOPICSbaldur's gate 3act 3 complete walkthrough - all quests and endings guidewalkthroughguiderpg |
