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Baldur's Gate 3 Act 3 Complete Walkthrough: All Quests, Endings, and Boss Strategy Guide

May 9, 20268 min readBy AI EditorBaldur's Gate 3
baldur's gate 3act 3 complete walkthrough all quests and endingswalkthroughguiderpg
Baldur's Gate 3 Act 3 Complete Walkthrough: All Quests, Endings, and Boss Strategy Guide

TL;DR

  • Act 3 of Baldur's Gate 3 wraps your 100+ hour campaign with 27 total quests (17 main, 10 side) and 5 distinct main endings + dozens of variations based on your choices
  • We break down step-by-step progression, key decision consequences, and min-maxed boss strategies for the final three encounters (Orin the Red, Gortash, Netherbrain)
  • We include a full checklist of everything you need to do before starting the final assault to avoid missing unique loot and companion endings
  • All ending variations are laid out clearly so you can pick the outcome that fits your playthrough without spoiling yourself unnecessarily

Act 3 Overview: What You're Walking Into

Act 3 opens the second you step through the Lower City gate of Baldur's Gate, and it's the largest, most dense chapter in the entire game. If you're coming off Act 2, expect roughly 30-40 hours of content for a full completionist run, 15-20 for a straight main story push. This Baldur's Gate 3 chapter guide covers every main quest, optional side content, key decision points, and all endings so you don't miss a thing.

The entire act is structured in three clear progression phases:

  1. Lower City Exploration: Unlock the Lower City, Wyrm's Rock Fortress, and Rivington, gather allies, take out Orin or Gortash
  2. Upper City Access: Storm Wyrm's Rock, unlock the Upper City, confront the Absolute's inner circle
  3. Final Assault: Attack the Netherbrain, make your final choice, get your ending

You've got full freedom to do content in almost any order, but following this step-by-step walkthrough ensures you don't lock yourself out of any quests or unique loot.

Step-by-Step Act 3 Progression

Phase 1: Lower City Initial Progression (Start to Getting Ketheric's Netherstone)

When you first enter the Lower City, your first main quest is Find the Entertainer (also called Get Gortash's Netherstone). Follow these steps to stay on track:

  1. Speak with the Flaming Fist at the gate → pass the DC 20 Persuasion/Deception check to enter without fighting, or kill them for an easy 400 XP total.
  2. Head to Sharess' Caress to meet with Gortash (he'll send you an invite via messenger if you rest after entering). This conversation unlocks the Get Orin's Netherstone and Get Gortash's Netherstone main quests, and reveals Orin has kidnapped Yenna and your companion Lae'zel or Gale depending on your choices.
  3. Complete the Search the Cellars side quest in the Lower City to unlock the Undercity and Bhaal's temple entrance. You need a DC 20 Perception check to spot the hidden door in the Lower City Crypt, this is non-negotiable to get to Orin.
  4. Gather all allies in the Lower City first before fighting either boss: Recruit the Harpers, the Flaming Fist, Arron Gortash's former associate, and unlock the Steel Watch Foundry to disable the Steel Watch automatons before fighting Gortash. Pro Tip: Disabling the Steel Watch Foundry early removes 6 level 10 Steel Watchers from the Gortash fight, cutting his total HP by 40% (1200 extra HP to burn otherwise).
  5. Clear Bhaal's Temple, kill Orin the Red to get her Netherstone. She hits for 2d10+5 slashing damage per attack and has 180 HP total at level 12, so bring piercing damage and keep healers topped off.
  6. Clear Wyrm's Rock Fortress, kill Enver Gortash to get his Netherstone. He has 220 HP at level 12 and calls in 2 Steel Watchers if you didn't blow the foundry, so do that first.

Phase 2: Upper City Progression (Netherstones to Final Assault)

Once you have all three Netherstones (Ketheric, Orin, Gortash), you unlock access to the Upper City. Follow this sequence to avoid locking out side content:

  1. Complete all Lower City and Rivington side quests before entering the Upper City. A lot of content locks once you start the final assault, we'll give you a full checklist later.
  2. Enter the Upper City via the gate behind Wyrm's Rock, head to the Temple of Torm (the Absolute's base) to confront the Emperor and learn the truth about the Netherbrain.
  3. Complete all companion personal quests here: Astarion's Ascension, Shadowheart's choice about Shar/Sharran parents, Lae'zel's choice to join the Emperor or fight Vlaakith, Gale's crown choice. All of these directly impact your ending.
  4. Gather all Upper City allies: The Knights of the Shield, the Zhentarim, and the remaining Gondians from the Steel Watch Foundry.
  5. When you're ready, head to the docks to start the Final Assault main quest. This is the point of no return, so save before you go.

Phase 3: Final Assault and Ending Progression

  1. Fight your way up the Netherbrain's mind flayer colony, defeat the final wave of Mind Flayers and illithid parasites.
  2. Reach the crown room, use the three Netherstones to subdue the Netherbrain.
  3. Make your final choice (more on that in the decision points section below) to get your ending.

Key Decision Points & Consequences

Every major choice in Act 3 changes your ending, companion outcomes, and even rewards. Here's the full breakdown of the most impactful decisions:

Decision Consequence (Good Ending Variation) Consequence (Bad/Alternative Variation)
Side with Emperor vs Side with Orpheus Emperor helps you in the final fight, no illithid transformation required if you free Orpheus and let Karlach become an illithid Emperor betrays you, joins the Netherbrain, adds a 250 HP boss to the final fight. Orpheus becomes illithid and helps you, but dies after the fight
Become illithid vs Refuse illithid transformation You get permanent +2 Strength, +1 Constitution, fly ability, and can control the Netherbrain to get the good ending. No permanent downside except companion approval hits if you don't romance them. Either Karlach or Orpheus have to become the illithid, you lose that companion for the ending epilogue
Destroy the Netherbrain vs Dominate the Netherbrain Main good ending: Baldur's Gate is saved, all surviving companions get their epilogues Main evil ending: You become the new Absolute, rule Baldur's Gate as a mind flayer tyrant
Orin: Kill Yenna vs Kill your companion Yenna survives, you get her unique magic amulet (Amulet of Bhaal: +1 DC to all necromancy spells) later Your companion dies permanently, Yenna dies, you get the amulet either way but lose a party member
Astarion: Ascend vs Reject Ascension Astarion becomes a full vampire lord, gets +2 to all stats, can turn you into a spawn, has an evil epilogue where he rules the Underdark Astarion stays a vampire spawn, keeps his alignment, gets a good epilogue where he leaves Baldur's Gate to explore the world, no stat boost
Gale: Use Crown of Karsus to reshape the weave vs Destroy it Gale becomes the new god of magic, leaves the party to rule, gains divine stats, good ending for a good Gale, evil ending for an evil Gale Gale survives, stays mortal, lives happily with you if romanced

Full Ending Tier Ranking

Here's how I rank all 5 main endings based on lore, rewards, and overall satisfaction for a playthrough:

Tier Ending Rank Reasoning
S Good Ending: You become illithid, destroy Netherbrain, save Baldur's Gate, all companions survive Most satisfying lore wrap-up, all companion arcs get closed properly, no major sacrifices required if you plan ahead
A Orpheus Freed Ending: Orpheus becomes illithid, destroy Netherbrain Great for Githyanki lore fans, satisfying conclusion to Lae'zel's quest, only downside is losing Orpheus
B Evil Absolute Ending: You dominate the Netherbrain, become the new Absolute Cool evil ending, but very short on epilogue content, feels unfinished compared to the good ending
C Karlach Sacrifice Ending: Karlach becomes illithid, destroy Netherbrain Heartbreaking, doesn't do Karlach's arc justice unless you're going for a dark run, only positive is you keep all other companions
D Bad Ending: Netherbrain destroys Baldur's Gate, you lose Only for completionists who want to see all endings, no unique rewards, just a 2 minute cutscene of doom

Boss Encounter Strategy Guide

All three major Act 3 bosses have specific breakpoints and strategies that make them trivial if you prepare correctly. Here's the hardcore min-max strategy for each:

Orin the Red (Bhaal's Temple)

  • Base Stats (Level 12 Party): 180 HP, 18 AC, 2d10+5 slashing damage per multi-attack, can shapeshift into Bhaal's avatar at 30% HP (adds 60 extra HP, +2 damage per attack)
  • Weakness: Piercing damage takes 1.5x, she's vulnerable to radiant damage if you bring the Holy Spear of Dawn you get from Act 2
  • Strategy: Send one tank to handle the Bhaal cultist adds, focus all DPS on Orin immediately. Use counterspell on her Fear spell that she casts at 60% HP. When she drops below 30% HP, pop a battle rage or action surge to burn her before she can finish the transformation animation (it takes 2 full turns, you can kill her before it procs if you do 60+ damage in that window).
  • Pro Tip: Pass the DC 25 Persuasion check before the fight to force her to fight you 1v1 without adds. That cuts total fight HP from 320 to 180, it's worth the ability slot if you have a high CHA character.

Enver Gortash (Wyrm's Rock Throne Room)

  • Base Stats (Level 12 Party): 220 HP, 19 AC, 2d8+3 bludgeoning damage per attack with his mace, can call 2 Steel Watchers (200 HP each) if you didn't blow the foundry
  • Weakness: Lightning damage stuns him for 1 turn on a failed DC 18 Con save, he's got no magic resistance so raw burst damage from spells works great
  • Strategy: If you didn't blow the foundry, pull the Steel Watchers into the hallway outside the throne room to fight them one at a time, then focus Gortash. Use grease on the stairs to split his adds up. Gortash always uses his first turn to cast Haste on himself, so counterspell that turn 1 to cut his action economy in half.

Netherbrain (Final Boss)

  • Base Stats (Level 12 Party): 600 HP core, 3 tentacles (120 HP each), 16 AC, 2d12+4 bludgeoning damage per tentacle attack
  • Weakness: Psychic damage does 2x damage to the core, tentacles take extra damage from slashing
  • Strategy: Focus one tentacle at a time on turn 1-2, burn them down to get access to the core. When the tentacles are dead, unload all your daily abilities, action surges, and smites on the core. At 20% HP, the Netherbrain will try to mind control one of your party members, so have a counterspell ready to shut that down. Total time limit is 8 turns before he destroys Baldur's Gate, so you need roughly 75 DPS per turn to beat the DPS check, which is trivial at level 12 if you've geared properly.

Notable Loot Locations

Here's all the unique, missable loot in Act 3 that's worth grabbing, sorted by location:

Loot Item Location Effect Rarity
Amulet of Bhaal After killing Orin the Red +1 DC to all necromancy spells, +1 Charisma Legendary
Crown of Karsus Final encounter area Can control the Netherbrain, unlocks the evil ending, +2 INT, +1 to all spell DCs Artifact
Bloodthirst Orin's personal dagger 1d4+3 piercing, +1d6 necrotic damage, crit on a 19-20 Legendary
Hellfire Greataxe Wyrm's Rock Armory 1d12+3 slashing, +1d8 fire damage, 1/day cast fireball (DC 17) Very Rare
Gauntlets of Giant Strength Lower City, Stormshore Armory Sets Strength to 23, +10 to carrying capacity Legendary
Shar's Spear of Evening Sharran Temple Upper City 1d6+3 piercing, +1d8

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