We’ve escaped the Hells on the nautiloid and crashed somewhere back in the Material Plane. We need to explore the area and find a healer.- We’ve escaped the hells on the nautiloid and crashed somewhere back in the material plane. we need to explore the area and find a healer.
Find the healer nettie
There’s a camp nearby where someone named nettie can supposedly heal any wound. she might be able to help remove the parasite.
Find zorru
Lae’zel told us that the githyanki should be able to cure us, if we can find one of their crèches. someone named zorru should know more.
Get auntie ethel’s help
We met an eccentric old lady in the emerald grove. she’s confident she can remove our parasites and invited us to her teahouse.
We found Lae’zel, the githyanki from the Nautiloid, trapped in a hanging cage. Two tieflings are deciding what to do with her.
Lae’zel said she knew of a cure for the parasite. We won’t find out what it is unless we help her get rid of the tieflings. This quest has multiple outcomes:
We gave the sacred idol to Mol. She promised to repay us in Baldur’s Gate. Afterwards, you can simply buy the idol back from Mol for 560 gold, enabling you to keep the bonuses.
“The Adamantine Forge” is a distinctive quest within the Grymforge setting. This quest should not be confused with the location named “The Adamantine Forge.” The quest comes into play through various initiation methods, including acquiring knowledge about the forge, which shares the same name, from sources such as “The Great Furnace of Grymforge,” the journal of Filro the Forgotten, or conversing with Dhourn. Dhourn becomes approachable for interaction once he is liberated from petrification inflicted by the Spectator or by employing the “Speak with Dead” spell on his remains. This quest unveils a unique narrative and set of objectives.
“Talk to the Sentient Amulet” is a notable quest within Baldur’s Gate 3. This quest centers around the acquisition of the Sentient Amulet, an essential item to trigger the questline. The quest’s commencement involves engaging in conversation with the Sentient Amulet itself. As the player engages with the amulet, the quest evolves, transitioning into the subsequent stage titled “Help the Cursed Monk.”
Help the Cursed Monk is a quest attained in Act One of Baldur’s Gate 3. It can be initiated by activating the Sentient Amulet. It cannot be completed until Chapter 3.
Objectives
Find the lost amulet.
We read the journal of a Dark Justiciar. He mentioned an amulet of great power that also made the wearer laugh. It was cast into the lava.
We found the amulet. It’s been possessed by a spirit. The spirit wishes to be returned to his granddaughter. She lives at the Open Hand Temple in Wyrm’s Crossing.
We freed the gnomes in Grymforge, but more of their kin were taken to Moonrise Towers - including their leader Wulbren. We need to find and rescue them.
Locate Dribbles the Clown’s lost limbs to help the ringmaster, Lucretious, restore him to a semblance of existence.
The quest spans across various locations in Baldur’s Gate 3 and offers the reward of Spellmight Gloves.
Head over to Dribbles’ clown show (X:-42, Y:-36) and volunteer on the stage to begin the quest.
Clown’s Severed Hand Location: Find this vital part within the Circus of Last Days, where the quest is initiated. Locate Popper, the Kobold donning a distinctive hat, to the west of the circus. The hand rests on a plate beside Popper. Choose between stealing it or persuading Popper about its necessity for investigation.
Clown’s Severed Torso Location: Coordinates: X65, Y-1025 (Near the circus) Head to the cave entrance beneath Wyrm’s Crossing. After defeating the Absolute shapeshifting bandits inside the cave, loot their bodies to find Dribbles’ Torso.
Clown’s Severed Pelvis Location: Coordinates: X121, Y4 For the Pelvis, navigate to a locked house with a blue door north of the Basilisk Gate in Lower City. Lockpick the door to access the house and loot the body inside to obtain the Pelvis.
Clown’s Severed Arm Location: Coordinates: X39, Y-95 (Near Heapside Strand waypoint) In the basement of Peartree’s House, break the boarded-up door and loot the big body to acquire Dribbles’ Arm.
Clown’s Severed Leg Location: Coordinates: X-79, Y-74 (South-east of Bloomridge Park) Explore the basement of Lavernica’s Home. Access it quickly via Lower City Central Wall and find the house to your left. Inside, use the hatch to enter the basement, and loot the body in the ritual circle to collect Dribbles’ Leg.
Clown’s Severed Foot Location: Coordinates: X-91, Y-107 (South-west of Lower City Central Wall waypoint) In the basement of Rainforest’s Home , use the hatch under the stairs to access the basement. Enter either by lockpicking the door or using Misty Step. Interact with the Rat and Cast Speak with Dead for more information about the murderer. Loot the body on the right side of the altar to find Dribbles’ Severed Foot.
Clown’s Severed Head Location: The most challenging part to acquire is Dribbles’ Head, located near the Temple of Bhaal. Access the sewers via a manhole cover south of Bloomridge Park. In the sewers, proceed to the room with pillars and shoot the body near a gate to open it. Engage in a tough fight against Bhaal Cultists, including Farslayer of Bhaal Ghislev, to reach the area near the Temple of Bhaal fast travel. Loot the bodies for Dribbles’ Head.
Once you have gathered all of Clown Dribbles’ body parts, return to Lucretious to claim your reward—the Spellmight Gloves.
Objectives
Investigate the Circus.
Dribbles the Clown, star of the circus, is missing. Ringmaster Lucretious asked us to find him. He’s likely dead, but that doesn’t seem to bother her.
Find Dribbles.
We spoke to the doppelganger who impersonated the clown. He admitted he killed the real Dribbles the Clown.
Ringmaster Lucretious asked us to find the corpse of her star - Dribbles the Clown. Or what’s left of him, at least.
Collect Dribbles’ body parts.
A part of Dribbles has been used to create a gruesome art piece. We should continue searching for his body parts.
The dead doppelganger revealed that their mistress wanted the clown’s body parts for her ‘art’.
We found a severed hand in the circus shop run by Popper the kobold. It looks like it belonged to Dribbles the Clown.
We found Dribbles’ torso.
We found Dribbles’ pelvis.
Based on how Dribbles has been cut up, it looks like we’ve found about half of his corpse.
We found Dribbles’ arm.
We found Dribbles’ leg.
We found Dribbles’ foot.
We need just one final piece to complete Dribbles.
We found Dribbles’ head.
Return to Ringmaster Lucretious.
We have all of Dribbles’ body parts. We should bring them to Ringmaster Lucretious.
Quest Complete
Lucretious thanked us for our help. She intends to raise Dribbles from the dead - with some improvements. The circus will soon leave Wyrm’s Crossing.
We left without helping Ringmaster Lucretious and Dribbles the Clown.
Lucretious has been defeated.
The circus vanished. Dribbles the Clown will never perform again.
Acquire the Gauntlets for Helsik is a quest available in Chapter Three of Baldur’s Gate 3. The quest begins by conversing with Helsik in Devil’s Fee. The main objectives include reaching the House of Hope and stealing the Gauntlets of Hill Giant Strength for Helsik. Players agree to the deal with Helsik, who provides instructions for locating the gauntlets. After finding and stealing the gauntlets, players have the choice to return them to Helsik, keep them for themselves, defeat Helsik, or pay her in gold.
Objectives
Reach the House of Hope. - Find and steal the gauntlets for Helsik. - Return to Helsik with the gauntlets.
Act
Act 3
Quest Type
Quest
Quest Rewards
If the player chooses to side with the Umberlees and kills Redhammer or hands him over to them, they will receive the Wavemother’s Robe as a reward.
We overheard some gossip at Sharess’ Caress. Nine-Fingers, leader of the city’s criminal Guild, is having her territory threatened by a new player on the scene: the Stone Lord. We should head to the Guildhall to find out more.
We helped some members of the city’s criminal Guild repulse an attack by a new player on the scene - the Stone Lord. It seems their operations are under threat. We should head to the Guildhall to find out more.
We met the guildmaster Nine-Fingers Keene. She revealed that the Stone Lord threatening her operations is none other than Jaheira’s old friend Minsc. Keene’s set a trap to finish him - Jaheira wants us to save him first.
Search for the Stone Lord.
Jaheira has left the party. Nine-Fingers still wants Minsc - the Stone Lord - dealt with.
We found a note indicating that Nine-Fingers plans to ambush the Stone Lord at the city’s Counting House. We need to get there first if we want to save him.
Uktar, Guild bursar, revealed that Nine-Fingers plan to ambush the Stone Lord at the city’s Counting House. We need to get there first if we want to save him.
Two drunken Guild members let slip that Nine-Fingers plans to ambush the Stone Lord at the city’s Counting House. We need to get there first if we want to save him.
We met the guildmaster Nine-Fingers Keene. She’s set a trap for her new rival, the Stone Lord. He’s to be ambushed in the city’s Counting House. She asked us to head over and make sure it all goes as planned.
Deal with the Stone Lord at the Counting House.
The lower levels of the Counting House are off-limits to the public. We need a vault pass from Head Clerk Meadhoney to enter.
Head Clerk Meadhoney revealed that the Stone Lord was taken down into the vaults by the Head Banker a short time ago.
The lowest level of the Counting House is protected by a great vault door. We need to enter a code to pass.
We found a book of significant dwarven dates in the Head Banker’s office. A certain entry was circled - 1356.
The Stone Lord - Minsc - escaped Nine-Fingers’ trap and teleported away. We should search the vault for clues on where he went.
Find the Stone Lord in the Sewers.
A cultist in the Counting House carried a note mentioning some hideout in the ‘Cistern’. We should head down to the Sewers to search for the Stone Lord.
A dead cultist in the vault mentioned some hideout underneath the city. We should head down to the sewers to search for the Stone Lord.
We found a trail of muddy footprints in the vault. They reek of the sewer - that’s where we should go next to find the Stone Lord
Search the Sewers for the Stone Lord.
We entered the sewers. The Stone Lord must be here somewhere.
Deal with Minsc.
We found the Stone Lord’s hideout in the sewers.
Return to the Guildhall.
The Stone Lord is dealt with. We should tell Nine-Fingers.
We found a note on the doppelganger who was manipulating Minsc. The Zhentarim have taken the cult’s coin to stage a coup on the Nine-Fingers and her Guild. The guildmaster will want to know.
We saw the Stone Lord meeting with the Zhentarim. The cult are paying the Zhentarim for some service at the Guildhall - we should find out what.
Resolve the Guildhall conflict.
We returned to find the Guildhall at war - the Zhentarim face off against the Guild, hoping to topple Nine-Fingers Keene.
Speak to Roah.
We threw our lot in with the Zhentarim. Thanks to us, the Guild is under their control now. We should report to Roah.
Speak to Friol.
We threw our lot in with the Zhentarim. Thanks to us, the Guild is under their control now. We should report to Friol.
Speak to Nine-Fingers.
We helped Nine-Fingers defeat the Zhentarim. We should speak to the guildmaster.
We threw in our lot with the Zhentarim. Thanks to us, the Guild is under their control now - they will aid us in our final fight against the cult.
We helped the Guild defeat the Zhentarim. They will aid us in the final fight against the cult.
The battle for the Guildhall is done, with no one left to fill the power vacuum. Neither faction is in any state to help us in our fight against the Absolute.
We’ve launched our final attack against the brain. The Guild and the Zhentarim will have to resolve their differences without our help.
Avenge the Drowned is a quest in Act Three of Baldur’s Gate 3. It can be started by speaking with Allandra Grey in the Lower City.
Objectives
Find the poisonous beast’s master.
Flood Tide Allandra Grey bid us avenge Holli, a fallen Waveservant of Umberlee. She was killed by a noxious, polluting beast around Grey Harbour - we must find it and slay its master.
Holli’s corpse was retrieved by Grey Harbour fishers - they might know more about the beast that killed her.
Search Flymm’s Cargo for the beast’s master.
Grey Harbour’s fisherfolk saw something huge underwater when Holi died. It went underneath Flymm’s Cargo - we should take a look.
We entered the Flymm’s Cargo - but apart from worgs, have encountered no beasts of note. We should keep exploring inside.
Explore the basement of Flymm’s Cargo.
Flymm’s Cargo has a hidden basement - but we found it contained neither beast nor master. We should keep exploring the warehouse.
Deal with Redhammer the Deviser.
We found the ‘beast’ - a metal submersible craft - and its master: Redhammer the Deviser. If we want to fulfil our promise to Allandra, he has to die.
Redhammer the Deviser confessed that he often accidentally bumps into Waveservants - sounds like he could be Holli’s killer, though not intentionally.
We spared Redhammer Umberlee’s wrath for now, and have charged him with taking us to Gortash’s Iron Throne.
The Iron Throne’s detonation wreaked havoc on the nearby ocean. Umberlee’s Waveservants confronted us on our return to Flymm’s Cargo - and demand Redhammer’s death. We must choose.
Return to Flood Tide Allandra Grey.
We did as instructed and ended the metal beast’s master. We should return to the Water Queen’s House and tell Allandra Grey.
Defeat the Waveservants.
We chose to spare Redhammer from the gathered Waveservants - but they won’t let him free without a fight.
We dealt with Redhammer and told Flood Tide Allandra Grey. She rewarded us with a bounty befitting a shipwreck.
We surrendered Redhammer to the Waveservants - after all, justice needs to be served.
The Iron Throne’s detonation angered the Waveservants, who exacted revenge on Redhammer while we were gone - he shall devise no more.
Despite the Waveservants’ anger at the Iron Throne’s detonation and its pollution of the ocean, they remained satisfied that we’d dealt with Redhammer.
With Flood Tide Allandra Grey defeated, no one needs Holli’s death avenged.
We defeated the wrathful Waverservants that met us on our return from the Iron Throne.
We saved Redhammer from the wrath of the Water Queen.
We couldn’t save Redhammer from the wrath of the Water Queen - he shall devise no more.
Act
Act 3
Quest Type
Quest
Quest Rewards
Choosing to side with the Umberlees and eliminating or delivering Redhammer results in the player receiving the Wavemother’s Robe as a reward.
Avenge the Hag Survivors is a quest in Act Three of Baldur’s Gate 3. It can be started by speaking with Mayrina or the other hag survivors in Old Barlow’s Place.
Deal with the Gnomes is a quest in Act Three of Baldur’s Gate 3. It can be started by speaking with Manip Falcäo in Rivington.
Objectives
Find the gnomes’ hideout.
We agreed to help Manip Falcäo track down and kill the gnomes attacking their checkpoint. He promised to reward us if we bring him the head of their leader. We should find the gnomes’ hideout.
Cut down the gnomes.
We found the gnomes’ hideout. We need to find the leader and take his head.
Take Wulbren’s head. Wulbren, the leader of the gnomes, died.
Bring Wulbren’s head to Manip Falcäo. We got Wulbren’s head. We should bring it back to Manip Falcäo.
Quest Complete
We brought Wulbren’s head to Manip Falcäo and were rewarded for it.
We ended up on bad terms with Manip Falcäo. The deal is off.
Manip Falcäo died. There is no one to reward us for killing the leader of the gnomes anymore.
We abandoned the task given to us by Manip Falcäo. We must press on.
We failed to bring the gnome leader’s head to Manip Falcäo.
Wyrm’s Rock is closed due to the ordination of Gortash - who is about to become Archduke of Baldur’s Gate. There must be someone, or something, in Wyrm’s Crossing that could help us gain entry.
Enter Wyrm’s Rock Fortress through the secret entrance.
We found a map that details a secret entrance into Wyrm’s Rock. That could be our way in.
Enter Wyrm’s Rock Fortress.
We found a report for Duke Ravengard at the Posthouse. This should let us enter Wyrm’s Rock.
We have an admission pass to the ordination. This should let us enter Wyrm’s Rock.
Valeria gave us an admission pass to the ordination. This should let us enter Wyrm’s Rock.
We convinced the guards to let us into Wyrm’s Rock for Gortash’s coronation.
Mission Complete
We made our way into Wyrm’s Rock, where Gortash is about to become Archduke.
Free Counselor Florrick is a quest in Act Three of Baldur’s Gate 3. Started by reading the execution notice near the gallows of the Lower City. It is a time-sensitive quest that must be completed within five long rests.
Objectives
Find Counsellor Florrick.
We learned of Counsellor Florrick’s impending execution, but not her exact location. If we want her help, we should find where she’s being kept.
Speak to Counsellor Florrick.
Counsellor Florrick is being held deep within Wyrm’s Rock. That’s where we’ll find her.
Help Counsellor Florrick escape Wyrm’s Rock Prison.
We promised to break Counsellor Florrick out of Wyrm’s Rock to prevent her impending execution.
Counsellor Florrick is soon to be executed - if we want her help, she needs an escape route.
Counsellor Florrick will be executed on the morrow - we need to hurry if there’s to be any hope of saving her.
Counsellor Florrick seems to have lost all hope - if we want to free her, she’ll need a reason to keep fighting.
With a new, righteous flame burning within her, Counsellor Florrick is ready to break out - we just need to figure out how.
We met Mystic Carrion, who promised to reward us if we bring back the body of one of his zombie servants Thrumbo. He believes Thrumbo will still be somewhere in the Lower City.
We agreed to bring Thrumbo’s body back to Mystic Carrion. He told us that Thrumbo has three other zombie companions. If we find them, they might be able to tell us where Thrumbo went.
We found a hidden note from Thrumbo addressed to his fellow zombie servants. He plans to buy a boat and row them all to freedom. They are to meet at the beach.
We found the zombie Morbus. He told us that Thrumbo’s meeting point for them was ‘down the stairs, across the sand’.
We found the zombie Lumbar. He told us that Thrumbo was going to get a boat. He must be hiding somewhere near the water.
We found the zombie Sacrum. He told us that Thrumbo was looking for an abandoned house for them to hide in. Thrumbo told him that wardrobes are good hiding places.
We killed Mystic Carrion. We should let Thrumbo know he is no longer being pursued.
Talk to Thrumbo.
We found Thrumbo, the zombie whose body Mystic Carrion asked us to bring him. Maybe we should talk to him.
Decide Thrumbo’s fate.
Thrumbo asked us to turn against Mystic Carrion. He warned us that the mystic will keep resurrecting unless we find a jar with his heart inside it and destroy it.
Deliver Thrumbo’s body to Mystic Carrion.
We killed Thrumbo. We may want to bring his body to Mystic Carrion, as requested.
Kill Mystic Carrion for good.
Our deal with Mystic Carrion fell through and he became hostile. We have no choice but to deal with him.
Mystic Carrion is dead, but Thrumbo warned us that he will just resurrect. He suggested that the resurrection will take place wherever Carrion’s heart is. We should find his heart.
Mystic Carrion resurrected, killing Thrumbo in the process.
Mystic Carrion’s heart is destroyed. If we kill him now, he will die for good.
We managed to lay Mystic Carrion to rest once and for all.
We gave Thrumbo’s body to Mystic Carrion, as requested.
We gave the jar containing Mystic Carrion’s heart back to him.
We gave the jar containing Mystic Carrion’s heart back to him and successfully negotiated a better deal for it.
Find the Missing Letters is a quest in Act Three of Baldur’s Gate 3. It can be started by speaking with the Danzo Arkwright at Sword Coast Couriers.
Objectives
Search for the missing pigeons.
Carrier pigeons have gone missing. Postmaster Danzo asked us to retrieve the letters they carried. He said that if we find the letters, we shouldn’t read them.
Investigate the Open Hand Temple roof.
We found the bloody remains of several pigeons on the roof. The trail seems to lead towards the Open Hand Temple roof.
We spoke to a pigeon in the pigeon coop. He claims other carrier pigeons have been intercepted by an unknown enemy to the west of the posthouse. He warned us - ‘beware the sign of the featherless wings.’
Investigate the tressym nest.
The tressym flew away - leaving behind a pigeon carcass, and the missing letters.
Return the letters to the Postmaster.
We have the missing letters. Postmaster Danzo will be pleased.
Quest Complete
We returned the missing letters to Postmaster Danzo.
The letter was destroyed.
Postmaster Danzo was killed.
We moved on without helping Postmaster Danzo.
We opened the letters, finding one for the Zhentarim. Postmaster Danzo gave us a tidy sum in exchange for our silence.
We opened the letters, finding one for the Zhentarim. Postmaster Danzo was furious, and attacked.
Act
Act 3
Quest Type
Quest
Quest Rewards
If the letters are unopened: 320 gold
If the letters are read and Danzo is blackmailed into paying more: 651 gold
Find the ‘Stern Librarian’ Ffion is a quest in Act Three of Baldur’s Gate 3. It can be started by speaking with the Mamzell Amira in Sharess’ Caress.
Objectives
Investigate Elminster’s Library in Sharess’ Caress.
We spoke to Mamzell Amira, the proprietor of Sharess’ Caress. She asked us to find Ffion, a worker of hers who has gone missing. She told us to start in Ffion’s pleasure room called ‘Elminster’s Library’, two flights up.
Investigate Fraygo’s Flophouse.
We found Ffion’s journal in her pleasure room. She seems terrified about something happening to someone dear to her - and scared that the patrons in the Flophouse will have noticed. Maybe we’ll find answers there.
We found Ffion’s diary in a chest in Fraygo’s Flophouse. She seems to be very concerned about her son’s change in demeanour and sudden tendency to be away from home.
Return to Mamzell Amira in Sharess’ Caress.
We found Ffion’s body. We should tell Mamzell Amira.
Talk to the Mamzell in Sharess’ Caress.
We found the corpse of a dwarf called Ffion. We were told that she used to work for the Mamzell in Sharess’ Caress. Perhaps we should tell the Mamzell.
Quest Complete
Mamzell Amira was heartbroken to learn of Ffion’s fate, but grateful for the information.
Mamzell Amira was heartbroken to learn of Ffion’s fate. For our troubles, she has gifted us some private time with the drow twins that work for her. We can find them in the taproom.
Mamzell Amira is dead. She’ll never know what became of Ffion.
We decided to press on. Mamzell Amira may never know what became of Ffion.
Help the Cursed Monk is a quest attained in Act One of Baldur’s Gate 3. It can be initiated by activating the Sentient Amulet. It cannot be completed until Chapter 3.
Objectives
Find the lost amulet.
We read the journal of a Dark Justiciar. He mentioned an amulet of great power that also made the wearer laugh. It was cast into the lava.
We found the amulet. It’s been possessed by a spirit. The spirit wishes to be returned to his granddaughter. She lives at the Open Hand Temple in Wyrm’s Crossing.
Help the Devilish Ox is a quest in Act Three of Baldur’s Gate 3. It can be started by speaking with the Strange Ox in Rivington.
Objectives
Smuggle the creature into the city.
We met an odd creature. It has the shape of an ox, but is clearly something else. We agreed to help it reach the city. It transformed into an apple so we could carry it.
We ran into that strange creature again - the one who was pretending to be an ox. It wants to get into the city. Wonder why?
Smuggle the creature into the city.
We agreed to help the strange creature reach the city. It transformed into an apple so we could carry it.
We brought the creature to the city as requested. Seems it left us a note.
Defeat the strange creature.
We angered the strange creature. We’re in for a fight.
We tried to eat the apple. The creature was furious. We’re in for a fight.
We defeated the strange creature.
We decided not to bring the strange creature into the city.
Act
Act 3
Quest Type
Quest
Quest Rewards
Ox as an Ally in the Final Battle Against the Elder Brain: If the player smuggles the Ox into the city, it will join as an ally in the final battle against the Elder Brain. An entry is added to the “Gather Your Allies” section, acknowledging the Ox’s support for the upcoming confrontation.
Help the Hag Survivors is a quest in Act Three of Baldur’s Gate 3. It can be started by interacting with an Anti-Hag Support Group Poster in the Lower City.
Investigate Cazador’s Palace is a quest in Act Three of Baldur’s Gate 3. It can be started by speaking with Ulma in Rivington or the vampire spawn at Fraygo’s Flophouse.
Objectives
Find the Szarr Palace.
We met a tribe of Gur people. Their leader, Ulma, told us that a vampire called Cazador has been killing their people and kidnapping their children. She asked us to save the children and slay the vampire. We should find where Cazador resides.
We met what look like two vampire spawn in Fraygo’s Flophouse. They invited us to a party in Cazador Szarr’s palace. It sounds like something sinister is going on. We should investigate.
A group of vampire spawn attacked us during the night. They tried to kidnap Astarion and take him back to Cazador, but failed. Astarion will need to face Cazador if he’s ever to be safe from his past.
A group of vampire spawn attacked us during the night. They kidnapped Astarion and took him back to Cazador. We need to get to the Szarr Palace and find him.
We were stopped at the entrance to the Szarr Palace by his guards. There must be a way in - whether around them or through them.
Investigate the Szarr Palace.
We entered Cazador’s palace. We should look around for clues.
Get past the ballroom door’s magical seal.
A large door without a lock blocks our way further into the palace. Perhaps we should look around for something that could help us open it.
One of Cazador Szarr’s servants told us that Godey, who keeps the mansion’s kennels, can unseal the ballroom door.
A skeleton named Godey told us that the door to the ballroom have been magically sealed, locking off much of the palace.
The skeleton Godey gave us a signet ring that should help us unseal the ballroom door.
We took a signet ring that should help unseal the ballroom door from Godey’s body. The ring is inscribed with the same language as the door itself.
We found a dictionary of the Kozakuran language - the same language that’s on the sealed ballroom door.
We tried to open the sealed door with a Szarr signet ring, but it didn’t work. Perhaps the book we found earlier could hold some clues.
Uncover the secrets of the Szarr Palace.
We unlocked the door to what looks like a ballroom, but it’s full of blood and dead bodies - and werewolves. We need to deal with them if we want to delve further into the palace.
Investigate Cazador’s Dungeon.
We found some imprisoned vampire spawn. One of them told us that Cazador controls the prison doors with a staff. If we want to release them, we’ll have to deal with Cazador ourselves.
We found the children that Ulma asked us to find. They’ve been turned into vampire spawn. They will remain imprisoned here forever unless we confront Cazador ourselves - he must be here somewhere.
We stood on a platform that took us deep below the palace into Cazador’s Dungeon. How big is this place?
Decide Cazador’s fate.
We found Cazador Szarr. He plans to perform a rite that will grant him immense power. He must be stopped.
We spared Cazador Szarr - for now. He remains in his sarcophagus should we change our minds.
Report back to Ulma.
We defeated Cazador and released his prisoners. We should tell Ulma the good news.
We defeated Cazador and killed his prisoners. We should tell Ulma what happened.
We defeated Cazador and left the prisoners to their fate. We should tell Ulma what happened.
Kill Astarion.
We agreed to help the Gur monster hunter Ulma kill Astarion.
We slew both Cazador and Ulma.
We met with Ulma, and told her of Cazador’s death and the fate of the Gur younglings. She promised the Gur will come to our aid when we need it most.
We spared Cazador’s life. Time will tell if it was the right thing to do.
We left the Guild to sort out its own conflict - there are bigger matters at hand.
We defeated Cazador and left the prisoners to their fate.
We defeated Cazador and released his prisoners.
We defeated Cazador and killed his prisoners.
We helped the Gur slay Astarion - his journey is over.
We found a very disoriented merchant called Arves loitering outside a building. We should find out what happened to him. Maybe they’ll have answers inside.
Learn more about the House of Grief.
We entered a strange establishment called the House of Grief that cures people of their grief through a process called ‘Unburdening’. It seems suspicious. We should investigate.
We learned about the unique services offered by the House of Grief. Perhaps they’re what disoriented the merchant outside.
Find a way into the back room in the House of Grief.
We tried to enter a room in the back of the House of Grief but a guard stopped us. Maybe there’s a way to gain entry.
Complete the Mapping of the Heart.
We have agreed to partake in the first stage of the Unburdening - the ‘Mapping of the Heart’. It’s in the back room.
Investigate the back room in the House of Grief.
We made it into the back room. We should have a look around.
Talk to Viconia.
We learned that Viconia DeVir is running the House of Grief. She wishes to speak to us beneath the building. We should follow the passageway.
Uncover the secret beneath the House of Grief.
We stumbled into a strange establishment with secrets beneath its surface. We need to investigate further.
Investigate the Suspicious Toys is a quest in Act Three of Baldur’s Gate 3. It can be started by reading the Blackmail Letter in the basement of Arfur’s Mansion.
Objectives
Find the dangerous toy donations.
We found a blackmail letter in a toymaker’s cellar - something dangerous has been placed inside toys donated to the refugees. We should find them, and quickly.
Report to the Flaming Fist manip in charge of donations.
There is a Flaming Fist manip in charge of refugee donations - we should tell them about the dangerous toys.
Search the Requisitioned Barn for dangerous toys.
We persuaded Manip Nestor to let us search the donations within the Requisitioned Barn.
Find the dangerous toy donator.
We found toys filled with explosives in the Requisitioned Barn donation stockpile. We should find the culprit.
Turns out the dangerous toys were donated by a rich toymaker. We should find him.
Confront the toymaker Arfur Gregorio.
We found the donated toys mentioned in the blackmail against Arfur - he put explosives inside of them. We should see what he has to say for himself.
Find and confront the toymaker Arfur Gregorio.
We found a blackmail letter in Arfur’s basement - looks like he donated the explosive toys we found in the Requisitioned Barn. We should see what he has to say for himself.
Arfur walked away before we could properly confront him - we should find out where he’s gone.
Looks like Arfur’s a regular at Sharess’ Caress - we should try and find him there.
Interrogate the toymaker Arfur Gregorio.
We found Arfur in the Sharess’ Caress taproom. Time to make him answer for his dodgy donations.
Investigate Felogyr’s Fireworks.
We interrogated Arfur, and he confessed to donating the exploding toys. He claimed he was getting instructions and supplies from Felogyr’s Fireworks in the Lower City. We should investigate.
Felogyr’s Fireworks supplied the explosives for the toys in the Requisitioned Barn - we should pay it a visit using the passphrase we learned.
Seems as though Felogyr’s Fireworks sells more specialised explosives too - smokepowder bombs, to be precise, and it looks like Lord Gortash is involved. We should keep looking.
We used the passphrase for Felogyr’s Fireworks to get to the next floor. We’ll need another way into the uppermost floor, however.
Defeat the Banites.
We interrupted Banite cultists assembling explosives in the top floor of Felogyr’s Fireworks - and they’re not best pleased.
Quest Complete
We defeated the Banites in Felogyr’s Fireworks and stopped them distributing smokepowder explosives across the city.
Arfur Gregorio confessed to supplying the exploding donations to the Requisitioned Barn - filled with the explosives from the Banites in Felogyr’s Fireworks.
We decided there were more important matters than some dodgy detonating donations.
Retrieve Omeluum is a quest in Act Three of Baldur’s Gate 3. It is automatically triggered upon visiting the Iron Throne during Save the Gondians if Lady Esther was not given a githyanki egg in Steal a Githyanki Egg.
Objectives
Find the dangerous toy donations.
We found a blackmail letter in a toymaker’s cellar - something dangerous has been placed inside toys donated to the refugees. We should find them, and quickly.
Report to the Flaming Fist manip in charge of donations.
There is a Flaming Fist manip in charge of refugee donations - we should tell them about the dangerous toys.
Search the Requisitioned Barn for dangerous - Find Omeluum.
We spoke to a hobgoblin called Blurg in the Society of Brilliance Lodge. His illithid companion Omeluum is missing - we agreed to look for it.
Omeluum contacted us in the Iron Throne - it has been imprisoned in this watery grave as well. If we free it, perhaps it can help us escape.
We freed Omeluum. Together we’ll escape this place.
Visit Omeluum in the Society of Brilliance.
We escaped the Iron Throne with Omeluum. We should find the mind flayer once we return to the Society of Brilliance Lodge.
We visited Omeluum in the Lodge. It rewarded us for our aid in escaping the Iron Throne.
Omeluum was saddened to discover the violence we’d wrought on its colleagues at the Lodge. It offered us a reward regardless for helping it escape the Iron Throne, but we refused, and the illithid departed.
Omeluum is far beyond any rescue now.
Our actions angered the usually placid illithid Omeluum and caused it to attack us. toys.
We persuaded Manip Nestor to let us search the donations within the Requisitioned Barn.
Find the dangerous toy donator.
We found toys filled with explosives in the Requisitioned Barn donation stockpile. We should find the culprit.
Turns out the dangerous toys were donated by a rich toymaker. We should find him.
Confront the toymaker Arfur Gregorio.
We found the donated toys mentioned in the blackmail against Arfur - he put explosives inside of them. We should see what he has to say for himself.
Find and confront the toymaker Arfur Gregorio.
We found a blackmail letter in Arfur’s basement - looks like he donated the explosive toys we found in the Requisitioned Barn. We should see what he has to say for himself.
Arfur walked away before we could properly confront him - we should find out where he’s gone.
Looks like Arfur’s a regular at Sharess’ Caress - we should try and find him there.
Interrogate the toymaker Arfur Gregorio.
We found Arfur in the Sharess’ Caress taproom. Time to make him answer for his dodgy donations.
Investigate Felogyr’s Fireworks.
We interrogated Arfur, and he confessed to donating the exploding toys. He claimed he was getting instructions and supplies from Felogyr’s Fireworks in the Lower City. We should investigate.
Felogyr’s Fireworks supplied the explosives for the toys in the Requisitioned Barn - we should pay it a visit using the passphrase we learned.
Seems as though Felogyr’s Fireworks sells more specialised explosives too - smokepowder bombs, to be precise, and it looks like Lord Gortash is involved. We should keep looking.
We used the passphrase for Felogyr’s Fireworks to get to the next floor. We’ll need another way into the uppermost floor, however.
Defeat the Banites.
We interrupted Banite cultists assembling explosives in the top floor of Felogyr’s Fireworks - and they’re not best pleased.
Quest Complete
We defeated the Banites in Felogyr’s Fireworks and stopped them distributing smokepowder explosives across the city.
Arfur Gregorio confessed to supplying the exploding donations to the Requisitioned Barn - filled with the explosives from the Banites in Felogyr’s Fireworks.
We decided there were more important matters than some dodgy detonating donations.
We witnessed a heist in the Counting House. Head Banker Rakath asked us to recover the stolen gold - we need to look for clues.
Search the sewers for the stolen gold.
We found a trail of muddy footprints in the vault. They reek of the sewer - that must be where the cultists fled with the stolen gold.
We found a note on one of the cultists. It explains that their hideout is in the sewers. Heading there might bring us one step closer to the stolen gold.
A dead cultist revealed that the Stone Lord has made his hideout beneath the city somewhere. That can only mean the sewers - we will find the stolen gold there.
Search the sewers for the stolen gold.
We’ve entered the sewers. Now we need to track down the stolen gold.
Retrieve the stolen gold from the Zhent leader.
A Zhentarim agent named Roah has taken off with the gold. Unlikely she’ll part with it willingly. We’ve got to find her.
A Zhentarim agent named Roah has taken off with the gold.
We dealt with Roah, the Zhentarim agent, and can now retrieve the stolen gold.
Retrieve the stolen gold from the Zhent leader.
A Zhentarim agent named Friol has taken off with the gold. Unlikely she’ll part with it willingly. We’ve got to find her.
We dealt with Friol, the Zhentarim agent, and can now retrieve the stolen gold.
Return the stolen gold to Rakath.
We retrieved the stolen gold. We should return it to Rakath.
We drove a hard bargain with Rakath, convincing him to let us keep some of his stolen gold.
The stolen gold is gone without hope of recovery. We could still pay Rakath out of our own pocket to compensate the bank for its loss.
Rakath is gone.
Delighted to have his gold back, Rakath rewarded us handsomely.
We paid Rakath out of our own pocket to make up the bank’s loss. Pleased, he rewarded us handsomely.
Save the Gondians is a quest in Act Three of Baldur’s Gate 3. It can be started by speaking with Zanner Toobin in the Steel Watch Foundry.
Objectives
Find the prison.
We met Zanner Toobin, leader of the Gondians constructing Steel Watchers. We agreed to free their families, kept hostage by Gortash, in exchange for the Steel Watch’s destruction. The hostages’ location is kept secret, but Zanner thinks there may be clues in the Foundry’s lower levels. We must be careful not to be seen - or risk disaster.
Go to the prison.
It seems the Banites are using a type of submersible to transport people to an underwater prison. We should leave and search the warehouse by the docks.
We found a warehouse occupied by worgs - they must be guarding something.
We discovered a secret dock beneath the warehouse - and a submersible. This must be the way to the underwater prison.
On our way to the Iron Throne, Gortash warned us to turn back, or he would destroy the prison. However, if we leave, then we will abandon the Iron Throne prisoners to their fate.
Save as many hostages as possible.
We entered the Iron Throne - the underwater prison. We don’t have much time before the entire thing blows. We need to save as many people as possible.
We entered a collapsing Iron Throne, and an escaping hostage boarded our submersible. We should find the others and get them on board quickly - there’s not much time before the Iron Throne sinks.
Escape the Iron Throne.
The hostages, those who survived, have made it to the submersible. We need to leave as soon as we can.
Check on the survivors.
We saved all the prisoners and fled using the submersible. We should speak to the survivors.
We saved everyone we could, and fled using the submersible. We should speak to the survivors.
The Iron Throne hostages we saved asked us to go to the Steel Watch Foundry and liberate their families.
The prisoners in the Iron Throne are dead. We should let Zanner Toobin know what happened.
Protect the Gondians.
We returned to the Steel Watch Foundry in the nick of time. We need to protect the Gondians.
Talk to Zanner Toobin.
We should speak to Zanner Toobin.
Explore the Steel Watch Foundry’s depths.
We need to go to the Foundry’s depths in order to destroy it. Along the way, we can liberate any Gondians we meet. They know we’re coming and will help us.
We lied to Zanner Toobin about saving his daughter - he believed us. He can help us destroy the Steel Watch Foundry.
Save the rest of the Gondians.
Zanner Toobin is dead, but we cannot stop. We need to go to the Foundry’s depths, save the Gondians we meet along the way, and destroy the Steel Watch Foundry - for good.
Defeat the Steel Watcher Titan in the Control Centre.
Zanner Toobin warned us of a Steel Watcher Titan guarding the Foundry’s Control Centre. We should prepare ourselves for a fight.
Destroy the Steel Watch Foundry.
Free of their Banite oppressors, the surviving Gondians asked us to destroy the Steel Watch Foundry. We need to head to the Control Centre in the Foundry’s depths to do so.
Bring Zanner Toobin to the Control Centre.
We destroyed the Steel Watcher Titan and cleared the path to the Control Centre for Zanner Toobin. We should tell him - then the Foundry’s destruction can begin.
Talk to Zanner Toobin.
The Steel Watcher Titan lies destroyed at our feet - we just need Zanner to begin the Foundry’s destruction.
Zanner Toobin is dead, and the other Gondians will not rise against their oppressors.
We sided with Wulbren Bongle and condemned all the surviving Gondians to death.
We came to blows with Wulbren Bongle to protect the surviving Gondians.
We brokered a shaky peace between the Gondian and Ironhand gnomes.
There is nothing left of the Gondian workers to save.
Zanner Toobin and the surviving Gondians turned on us when they learned of the Iron Throne hostages’ demise.
All the Iron Throne hostages are dead.
A Banite contingency measure incinerated all the Gondian workers. There’s nothing but ash left to save.
We saved the Gondians from the Steel Watch Foundry - striking a blow at the heart of Gortash’s metal militia.
We saved the Gondians without bloodshed by deposing the Ironhand’s bloodthirsty leader, Wulbren.
We left the quarrels of gnomes behind us to face our final foe.
With Gortash dead, the Steel Watch destroyed the Foundry that created them - covering up the atrocities committed there.
Save Hope is a quest in Act Three of Baldur’s Gate 3. It can be started by entering the House of Hope and speaking to Hope.
Objectives
Find the way to save Hope.
We met a strange spirit imprisoned in Raphael’s home - named Hope, oddly enough. She mentioned an important hammer before disappearing abruptly. We should keep searching the House of Hope.
We agreed to free a spirit named Hope imprisoned in Raphael’s home. To do so we need to find the Orphic Hammer deep within the Raphael’s Archive.
Find Hope.
We retrieved the Orphic Hammer, but Raphael knows we’re here. We should break Hope free before he returns home.
We agreed to free a spirit named Hope imprisoned in Raphael’s home. We need to retrieve the Orphic Hammer to do so - but she recommended we find our diabolic contract first.
We destroyed our contract, but alerted Raphael to our presence. If we want to rescue Hope, we should do so before he returns home.
Free Hope from her imprisonment.
We found Hope’s prison - now we just need the Orphic Hammer to break her chains.
Talk to Hope.
We freed Hope with the Orphic Hammer - we should check if she’s okay.
Obtain the infernal contract.
Hope thanked us for freeing her, but now we need to get our contract and get out before Raphael returns home.
Escape the House of Hope.
We got our contact - now it’s time to get out of the House of Hope.
Hope thanked us for freeing her - but to get her out of Raphael’s home, we must slay the devil first.
Defeat Raphael.
We tried to take Hope from the House, but Raphael was waiting for us. Our only way of escaping is defeating the devil.
Bid farewell to Hope.
We defeated Raphael. We should ask Hope what she plans to do next.
Hope is finally free. She plans to give true meaning to the name ‘House of Hope’.
Hope hoped for nothing - we didn’t retrieve the Orphic Hammer, and cannot return to get it.
Raphael doesn’t tolerate betrayals - there’s nothing left to save of Hope but ash.
Solve the Open Hand Temple Murders is a quest in Act Three of Baldur’s Gate 3. It can be started by speaking with Sister Yannis in the Open Hand Temple.
Objectives
Gather information about the murders.
Find the crime scene.
Investigate the crime scene.
Find the lock to fit the flower key.
Investigate Fraygo’s Flophouse and find a use for the flower key.
We met a journalist, Estra Stir, who told us we’re set to star in the next edition of the Baldur’s Mouth Gazette. We should find out why.
Stop the Baldur’s Mouth Gazette printing slander.
Ettvard Needle has written an article for the next Baldur’s Mouth edition that will ruin our reputation. We must stop it from printing.
We found a test printing of tomorrow’s article about us - it’ll be disastrous for our reputation. We need to stop it printing.
We found the Baldur’s Mouth printing press and it looks like we can change which headline article is printed in tomorrow’s edition. To save our reputation, we should do just that.
We befriended Jelliwig, a fey creature within the Baldur’s Mouth printing press, who’ll swap tomorrow’s headline article for us. We just need to find a replacement article.
A discarded article in the Baldur’s Mouth building reflects positively on us. If we find the printing press, perhaps we can get it published in place of the planned hit-piece.
Print a puff piece in the next broadsheet.
We found a positive headline about us to load into the printer - we just need to figure out how.
We found a positive headline about us for Jelliwig to load into tomorrow’s edition before it prints.
Check the next edition of the Baldur’s Mouth Gazette.
We swapped out the negative headline with a different one we found in the Baldur’s Mouth building. Tomorrow’s paper should no longer damage our reputation.
Quest Complete
We didn’t stop the negative headline printing - and our reputation around the city is in tatters.
We destroyed the Baldur’s Mouth printing press - preventing the negative headline about us from being printed.
Ettvard threatened to ruin our reputation, so we ruined him. Today’s paper should instead cover his demise.
The Baldur’s Mouth headlines should be singing our praises - we should see if the city’s populace noticed.
The Baldur’s Mouth headlines won’t be mentioning us at all now - leaving our reputation intact.
Act
Act 3
Quest Type
Quest
Quest Rewards
If the party uses a positive headline: Various people around town will compliment the party or recognize them positively.
If the party uses a neutral headline: Nothing of note will change.
If the party does nothing, or uses a negative headline: People around town will comment negatively towards the party, and their reputation will be tarnished.
Decide Minthara’s Fate is a quest available upon entering Moonrise Towers in Act Two, provided Minthara survived the previous chapter. It is not required to have raided the Druids’ Grove, but if the player knocked her out to progress Defeat the Goblins, the game will continue as if she were dead.
Objectives
Check on Minthara.
Nightwarden Minthara has been condemned to death. We ought to visit her while we can.
(Optional) Defeat the jailers.
We’ve drawn the ire of Minthara’s guards. We need to defeat them before we can aid her.
(Optional) Talk to Minthara.
We defeated Minthara’s guards. We should talk to her.
Minthara has asked for our help escaping Moonrise Towers. We’ll have to escort her until we’ve put some distance between us and the forces of the Absolute stationed here.
Quest Completed!
[Minthara escaped, joined camp] We helped Minthara escape Moonrise Towers. She went to our camp to recover from her ordeal.
[Minthara escaped, left] We helped Minthara escape Moonrise Towers. She’s elected to go her own way.
[Minthara died] Minthara did not escape her fate at Moonrise, and she never will.
[Minthara’s mind was erased] Minthara’s captors erased her free will completely. She is an obedient thrall, loyal to the Absolute, and without a personality of her own.
Act
Act 2
Quest Type
Quest
Quest Rewards
Aside from loot and combat XP, only successfully escorting Minthara out will offer any reward.
If Minthara was given’s camp location 145 XP Minthara as a companion If Minthara escaped but went her own way 65 XP
We met Arabella, a tiefling child from the grove, in the Shadow-Cursed Lands. She was looking for her parents. We offered to search for them, and invited her to our camp.
Search for Arabella’s parents.
We met Arabella, a tiefling child from the grove, in the shadow-cursed lands. She was looking for her parents.
Speak to Arabella.
We met Arabella, a tiefling child from the grove, in the shadow-cursed lands. We told her that her parents were dead, but invited her to join our camp.
Tell Arabella about her parents.
We found Arabella’s parents - dead. We should break the news to her at camp.
Check up on Arabella.
Arabella was very upset when we broke the news to her about her parents. We should check up on her once she’s had some time to process the news.
If Arabella is immediately told about her parents’ deaths before reaching camp: Arabella fled into the shadow curse upon hearing what happened to her parents. It is unlikely that she will survive.
Withers encouraged Arabella to learn the ways of the Weave. She left to find her own way in the world.
We never did tell Arabella that her parents died.
We never did find Arabella’s parents. They must have succumbed to the shadow curse.
We moved on from the shadow-cursed lands without helping Arabella. She left us a note, saying she would make her own way - letting the Weave guide her.- Check on Minthara.
Nightwarden Minthara has been condemned to death. We ought to visit her while we can.
(Optional) Defeat the jailers.
We’ve drawn the ire of Minthara’s guards. We need to defeat them before we can aid her.
(Optional) Talk to Minthara.
We defeated Minthara’s guards. We should talk to her.
Minthara has asked for our help escaping Moonrise Towers. We’ll have to escort her until we’ve put some distance between us and the forces of the Absolute stationed here.
Quest Completed!
[Minthara escaped, joined camp] We helped Minthara escape Moonrise Towers. She went to our camp to recover from her ordeal.
[Minthara escaped, left] We helped Minthara escape Moonrise Towers. She’s elected to go her own way.
[Minthara died] Minthara did not escape her fate at Moonrise, and she never will.
[Minthara’s mind was erased] Minthara’s captors erased her free will completely. She is an obedient thrall, loyal to the Absolute, and without a personality of her own.
We asked Balthazar about Mol, but he claimed he had no recollection of her. With any luck, she’ll turn up once Moonrise Towers is safe from the cult of the Absolute.
We defeated Ketheric and watched a fleet of nautiloids leave for Baldur’s Gate. If Mol doesn’t turn up in Moonrise Towers, she may have escaped on one of them and made it to the city.
Search for Mol on the path to Baldur’s Gate.
The powers behind the cult of the Absolute left Moonrise Towers, but Mol still hasn’t shown up. We shouldn’t lose hope - maybe we’ll find her on the way to Baldur’s Gate.
Search for Mol in Baldur’s Gate.
Mattis heard that Mol made it safely to Baldur’s Gate. This young crimelord-to-be is proving impressively difficult to track down - now we just have to find her in a bustling city.
Rolan has disappeared into the darkness. He left a message for his siblings to wait for him at Last Light. He’s out in the shadow curse alone. We should look for him.
Find Zevlor is a quest in Act Two of Baldur’s Gate 3. It can be started by speaking with the tieflings at the Last Light Inn.
Objectives
Find Zevlor.
Zevlor was captured by the cult of the Absolute. His fellow tieflings claim he froze and tried to surrender. We should look for him.
The tieflings were captured and brought to Moonrise Towers, but Zevlor isn’t with them. His fellow tieflings are angry with him - claiming he wanted to surrender. Some even think he was secretly a cultist.
Something happened with Zevlor and the tieflings out in the darkness - something bad. And it sounds like the tieflings blame him for it. We should find out more.
We found the tieflings, but Zevlor isn’t with them. They claim he wanted to surrender to the cult. Some even think he was secretly a cultist. We should look for him.
Arabella’s father claims that Zevlor betrayed the tieflings, and tried to run.
The tieflings were ambushed by the cultists out in the darkness. Zevlor urged them to surrender, and in the confusion the cultists attacked - kidnapping several of the tieflings.
Free Zevlor.
We found Zevlor trapped in a pod - the same type we awoke in on the Nautiloid. He will likely die without our help.
We opened the pods - releasing a host of mind flayers. We’re in for a fight.
We purged the mind flayer pods in the colony. Zevlor was in one of them - he must have perished.
We never found Zevlor.
We couldn’t save Zevlor from his fate.
We saved Zevlor, who explained that he let the Absolute infiltrate his mind. It’s unlikely the tieflings will welcome him back - he’ll have to forge his own path now.
Investigate the Selûnite Resistance is a quest in Act Two of Baldur’s Gate 3. It can be started by reading the note in the Potter’s chest in the Ruined Battlefield.
Objectives
Investigate the abandoned potter’s workshop.
We found the old notes of a Sharran inquisitor. She had been investigating rumours of clandestine Selûne-worship in the region, and had been following a lead to an abandoned potter’s workshop. Perhaps we should look for it.
We found a stash of Selûnite relics in the abandoned potter’s workshop, as well as a note suggesting there may be more at Last Light Inn.
It looks like there was a burgeoning Selûnite resistance to Sharran control of the region a hundred years ago. We should investigate further in Last Light Inn.
We found a stash of Selûnite relics in Last Light Inn. It seems the innkeeper’s owner, a mason called Morfred, was the leader of a resistance movement against the Sharrans.
Investigate the Masons’ Guild.
The Masons’ Guild seems to have been the centre of the Selûnite resistance in the area. We should seek it out and investigate further.
We reached the Masons’ Guild and found the writings of Morfred, leader of the Selûnite resistance. He was determined to fight on against the Sharrans however he could, even if it cost him his life.
We continued on our journey without completing our investigation into signs of Selûnite resistance.
Lift the Shadow Curse is a quest in Act Two of Baldur’s Gate 3. It can be started by speaking with Halsin after entering the Shadow-Cursed Lands.
Objectives
Look for clues as to Thaniel’s whereabouts.
According to Halsin, if we want to lift the shadow curse, we must find Thaniel - the spirit of the land.
Tell Halsin about Art Cullagh.
We found a mysterious man lying unconscious in Last Light Inn. He said the name ‘Thaniel’ while sleeping. We should tell Halsin about this.
Wake Art Cullagh.
Halsin met the mysterious unconscious man, and is certain he knows where Thaniel is. Halsin suggested something from the man’s past might help to wake him.
Talk to Halsin about Art Cullagh.
We managed to wake the mysterious man - a Flaming Fist called Art Cullagh. He immediately asked to speak to Halsin, saying the druid was the only one who could help.
Meet Halsin by the lakeshore.
Halsin has a plan to save Thaniel, and lift the shadow curse. He asked us to meet him by the lakeshore by Last Light.
Defend the portal.
Halsin delved into the Shadowfell to rescue Thaniel. We must defend the portal Halsin created, or he will be trapped in the Shadowfell forever.
Meet Halsin at camp.
Halsin rescued Thaniel from the Shadowfell, but the spirit of the land is ill. If we want to help, we should speak to Halsin at camp.
Seek Thaniel’s Shadow.
Halsin has told us to seek a place where flowers still grow in the shadow-cursed lands. Among the blooms we might locate Thaniel’s missing half, the key to curing his illness.
Speak to Halsin at camp.
It took some convincing, but Oliver agreed to reunite with Thaniel. We should check in with Halsin next time we’re at camp, and see if Thaniel is doing any better.
Kill Ketheric Thorm.
Reuniting Oliver and Thaniel is not enough. Ketheric Thorm is the anchor of the curse. For the land to heal, he must be defeated.
If the party fails to protect the portal: Halsin is lost to the Shadowfell. Without him, we can’t lift the shadow curse.
We left for Baldur’s Gate without finding a way to lift the shadow curse. Halsin decided to stay behind to try and lift the curse without us.
We successfully lifted the shadow curse. In time, these lands will flourish once again.
Halsin died. Without him, we cannot lift the shadow curse.
Kill Raphael’s Old Enemy is a quest in Act Two of Baldur’s Gate 3. It can be started by speaking with Raphael near the entrance to the Thorm Mausoleum.
Find out where the tieflings are being held in Moonrise Towers.
We learned from Alfira that some of the tieflings were taken to Moonrise Towers. She’s asked us to save them.
We learned from Cerys that some of the other tieflings were taken to Moonrise Tower. We should investigate.
Rolan’s brother and sister were kidnapped by cultists, along with some of the other tieflings. They’re likely being held at Moonrise Towers. We should investigate.
We learned from Alfira that some of the other tieflings were taken to Moonrise Towers. We should investigate.
Bex’s lover was one of the tieflings taken by cultists. She’s lost without him.
Rolan’s brother and sister were among the tiefling kidnapped by the cultists. He hasn’t taken it well.
We ran into Alfira. Upset, she told us what happened in the darkness. She asked us to save her friends.
We learned from Bex that some of the tieflings, including her lover Danis, were taken to Moonrise Towers. We should investigate.
Break the tieflings out of captivity.
We met some tieflings from the Emerald Grove in the cells of Moonrise Towers. Without us, they won’t make it out alive.
We found the captured tieflings. They won’t last long in Moonrise Towers. We should find a way to help them escape.
Speak to the gnomes.
The gnomes have a plan to break out of the prison. We should speak to them.
Protect the gnomes.
The gnomes plan to free the captured tieflings. We should watch their backs.
The gnomes are on their way to free the tiefling captives. We need to protect them.
Assist the tieflings’ escape through the tunnels.
The tieflings are making their escape through the tunnels behind their cell. It will be dangerous without our help.
Assist the tieflings’ escape through prison.
The boat departed before everyone could board. Those left behind ran to find some other way out.
The tieflings are making their escape through the prison. It will be dangerous without our help.
Find the tieflings’ safe harbour.
The tieflings escaped by boat. We should look for them - they must have landed somewhere.
We couldn’t save all the tieflings, but some managed to escape using a boat. We should look for them - they must have landed somewhere.
The tieflings were all able to escape Moonrise Towers on foot. We should look for them - they must have found somewhere in the darkness to hide.
We couldn’t save all the tieflings, but some were able to escape Moonrise Towers on foot. We should look for them - they must have found somewhere in the darkness to hide.
We freed the deep gnomes in Grymforge, but more of their kin were taken to Moonrise Towers - including their leader Wulbren. We need to find and rescue them.
We learned from Barcus that his friend Wulbren is being held captive in Moonrise Towers. If we free him, Barcus has offered to make us something remarkable.
We agreed to save Barcus’ friend, Wulbren, and the Ironhand gnomes he leads, from Moonrise Towers.
Break the gnomes out of jail.
We found Wulbren and his fellow gnomes. They won’t last long in Moonrise Towers without our help.
Give Wulbren something that can break stone.
Wulbren has plans to break out, but he needs our help. The Warden confiscated their weapons, but anything that can break rock will do. Whatever we find, we need to pass it to him - discreetly.
Cover the gnomes’ escape.
The gnomes have broken free and are on their way to rescue the tieflings. We should watch their backs.
Wake up Art Cullagh is a quest in Act Two of Baldur’s Gate 3. It can be started by speaking with Fist J’ehlar at the Last Light Inn.
Objectives
Find some clues about Art. We met Art Cullagh, a mysterious man lying unconscious in Last Light Inn. We heard Counsellor Florrick talking about a Flaming Fist found comatose in Last Light Inn. He may have knowledge about the shadow curse. We should see if we can wake him somehow. We met Art Cullagh, a mysterious man lying unconscious in Last Light Inn. He’s being cared for by a Flaming Fist. Tell Halsin about Art Cullagh. Art Cullagh whispered the name ‘Thaniel’ in his sleep - the spirit of the land that Halsin mentioned. We should tell Halsin about this. Investigate the House of Healing. We found Art’s last orders - to investigate the House of Healing. If we follow in his footsteps, we might learn more about him. Show the lute to Art. We found a lute bearing Art’s initials in the House of Healing. Maybe playing it for him will bring him back to his senses. We met an unconscious Flaming Fist named Art Cullagh in Last Light Inn. The lute we found at the House of Healing bears his initials. Perhaps the two are connected? We woke Art. He desperately wants to speak to Halsin about Thaniel - the spirit of the land, who he met in the Shadowfell. Art despaired when he learned of Halsin’s death. Without him, Thaniel is lost to the Shadowfell - and the shadow curse can never be lifted. We woke Art. He told Halsin that he met the spirit of the land, Thaniel, in the Shadowfell. If Isobel dies or is kidnapped in Resolve the Abduction: Art Cullagh died before we could wake him.
Return the Locket is a quest in Act One of Baldur’s Gate 3. It can be started by speaking with Barth or Meli at the Druid Grove.
Objectives
Retrieve the stolen locket.
We met an adventurer called Barth who accused a tiefling child of stealing his locket. We suspected the child but couldn’t get the locket back.
An adventurer called Barth accused a tiefling child of stealing his locket. The adventurer was knocked out by a guard, and the child got away with the locket.
Return the stolen locket.
An adventurer called Barth accused a tiefling child of stealing his locket. Surprisingly, we found the locket on the child - Barth will want it back.
We found a locket stashed away - it’s probably the same one Barth had stolen from him.
Unsurprisingly, we found the stolen locket in the child’s pockets. Barth will want it back.
We returned the missing locket to Barth - free of charge.
Barth begrudgingly rewarded us for finding his locket.
We ignored Barth’s protests and kept the locket.
Barth was killed before we could return his locket.
We never discovered what happened to the adventurer’s locket - or whether the child was lying.
We weren’t able to return the locket to the adventurer.
Lady Esther has asked that we steal an egg from the githyanki. The Society of Brilliance want to incubate it, raise it, and soothe its so-called violent nature.
We convinced Lady Esther to pay us to steal the githyanki egg up front.
Take the egg from the Hatchery.
We learned of an egg being kept in the githyanki Hatchery. It’s guarded by a caretaker and two guards. There must be some way to steal it.
Take the egg to Lady Esther.
We snatched the githyanki egg from the Hatchery. Lady Esther will pay us handsomely for it.
The githyanki egg has been destroyed.
We kicked the egg off a cliff.
We tricked Lady Esther into taking an Owlbear Egg instead. She thanked us, and rewarded us.
We gave Lady Esther the githyanki egg. She appreciated our help and rewarded us.
Lady Esther is gone. There’s no chance of giving her an egg now.
We tricked Lady Esther into taking an owlbear egg instead.
We gave Lady Esther the githyanki egg. She appreciated our help.
We learned that a powerful holy relic, The Blood of Lathander, could be somewhere nearby. We should keep an eye out for it as we explore the monastery.
We learned from a dead pilgrim that a powerful holy relic, the Blood of Lathander, could be somewhere nearby. We should keep an eye out for it as we explore the Monastery.
We found a note from a Lathander worshipper about a precious relic called ‘The Blood’ hidden somewhere in Rosymorn Monastery. Perhaps we can find it in our exploration.
Find the true Blood of Lathander.
A fake artefact in Rosymorn Monastery was disguised as the Blood of Lathander - we should keep looking for the true relic.
Follow Ketheric. We battled Ketheric Thorm. Before we could finish him, he fled somewhere below the tower. We need to follow him. Escape Balthazar’s lab. Ketheric learned that the weapon he’s searching for and the artefact we carry are one and the same. We’ve been teleported to a laboratory where Balthazar plans to remove us from the artefact’s protection. We need to escape. Search the Colony for Ketheric. We pursued Ketheric beneath the tower and found ourselves in what appears to be a mind flayer colony. We need to find him. We escaped Balthazar’s laboratory and found ourselves in a mind flayer colony. We need to search for Ketheric. Kill Ketheric Thorm. We found Ketheric, along with a Bhaalist named Orin and a Banite called Gortash. They brandished a triad of magical stones that seem to give them control over an illithid elder brain. Orin and Gortash have taken the brain to Baldur’s Gate aboard a nautiloid - leaving Ketheric to face us. Obtain Ketheric Thorm’s Netherstone. Close to death, Ketheric transformed into an apostle of the dark deity Myrkul - and was defeated all the same. We should search his body for the stone he used to control the elder brain. The gem we found on Ketheric’s body is a Netherstone - one of three used to control the elder brain. Orin and Gortash carry the other two. If we want to cure ourselves and save the Sword Coast, we’ll have to hunt the pair through Baldur’s Gate and claim each of their Netherstones in turn.
Reach Moonrise Towers. Infiltrate the cult of the Absolute. Request an audience with Ketheric Thorm. Receive judgement at the altar of the Absolute. Investigate Moonrise Towers. Defeat the cult of the Absolute. Assault Moonrise Towers. Confront Ketheric Thorm. Defeat Ketheric Thorm. Completion
We can thwart the Chosen of the Dead Three by taking control of the elder brain - but will we use that control to liberate or to conquer? ** ** Whatever the answer, it lies in Baldur’s Gate.
Obtain the three Netherstones.
We have finally arrived in Baldur’s Gate. To face the elder brain, we must obtain the Netherstones from the three Chosen. We already have Ketheric’s Netherstone.
We have obtained Orin’s Netherstone.
We have obtained Gortash’s Netherstone.
Meet Gortash at the Morphic Pool.
We made a deal with Gortash. He is waiting for us under the city at the Morphic Pool, where the elder brain feeds.
Face the elder brain.
The elder brain killed Gortash and we took his Netherstone.
With all three Netherstones in our possession, it is time to go to the Morphic Pool and face the elder brain. We should head to the sewers.
The time has come to face the elder brain.
Talk to the Emperor.
We tried to dominate the elder brain, but it has become too powerful to submit to orders. The Emperor might know what went wrong.
Get a mind flayer on your side.
We drove the Emperor away - it has joined sides with what we now know to be a Netherbrain.
We struck a deal with Raphael. He will give us the Orphic Hammer to free Orpheus - our last chance to defeat the Netherbrain - and, in exchange, we will give him the Crown of Karsus when we triumph.
We have freed Orpheus from the globe of domination.
We learned that only a mind flayer will be capable of wielding the stones to dominate what we now know to be a Netherbrain.
Face the Netherbrain again.
We have become illithid. We should now be able to dominate the Netherbrain.
Orpheus has become a mind flayer. We should now be able to dominate the Netherbrain.
Karlach has become a mind flayer. We should now be able to dominate the Netherbrain.
We gave the Netherstones to the Emperor. We should now be able to dominate the Netherbrain.
The Emperor gave us a Supreme Tadpole, which will transform whomever consumes it into a mind flayer. If we are to defeat the Netherbrain, we must have a mind flayer on our side.
Get to the Netherbrain.
The Netherbrain has made its way to the High Hall. We are going to have to fight or sneak our way through to reach it.
We reached the brain stem. It’s time to climb up and end this once and for all.
We made the ultimate sacrifice and became illithid. We should now be able to control the Crown once we reach the Netherbrain.
Karlach made the ultimate sacrifice and became a mind flayer. We should now be able to control the Crown once we reach the Netherbrain.
The Netherbrain has made its way to the High Hall. We are going to have to fight or sneak our way through to reach it.
Reach the Crown of Karsus.
The Crown sits atop the Netherbrain, sending out an intense, pulsing aura. It’s now or never: we must take control of the Crown of Karsus.
Karlach made the ultimate sacrifice and became a mind flayer. We need to help her so she can cast Karsus’ Compulsion on the Crown.
We made the ultimate sacrifice and became illithid. We need to cast Karsus’ Compulsion on the Crown.
Enter the portal to the Netherbrain’s psyche.
We successfully cast Karsus’ Compulsion and can now enter what looks to be the Netherbrain’s psyche manifested as a plane of existence.
Bring the Netherbrain to heel.
We’re in the mind of the Netherbrain, where its unbreakable will is manifested in physical form. If we can break it, we can bring the Netherbrain to heel.
We conquered our parasites, defeated the Netherbrain, and took control of our own destinies. We did it. We won. We won!
We discovered that Gortash is in Wyrm’s Rock Fortress, where he will be sworn in as Archduke of Baldur’s Gate. We need to make our way there.
Enter the Audience Hall.
We made it to Wyrm’s Rock Fortress and were invited to Gortash’s inauguration upstairs.
Confront Gortash.
We found the audience hall of Wyrm’s Rock Fortress and found Gortash involved in the midst of a ceremony.
Gortash is protected by the Steel Watch. If we want to make a move against him, we should figure out how to deal with them first.
We destroyed the Steel Watch Foundry. The Steel Watchers are now disabled, making Gortash an easier target.
Consider Gortash’s bargain.
We obtained Orin’s Netherstone. We should show it to Gortash if we want to follow through with his proposition.
Gortash put forward a proposition. If we kill Orin and take her Netherstone, he will let us rule the city alongside him with the elder brain at our command.
Defeat Gortash.
The Iron Throne is destroyed. Angered, Gortash will no longer wish to uphold the proposition he put forward to us.
Gortash became hostile. If we want his Netherstone, we have to defeat him.
We decided not to accept Gortash’s proposition and destroyed the Steel Watch Foundry. The Steel Watchers are now disabled, making Gortash an easier target.
Meet Gortash at the Morphic Pool.
We struck a deal with Gortash to control the elder brain together. We agreed to meet him under the city at the Morphic Pool, where the elder brain feeds.
Take Gortash’s Netherstone.
We killed Gortash. We should take his Netherstone.
We defeated Gortash and took his Netherstone.
The elder brain killed Gortash and we took his Netherstone. We now have all three
Get Orin’s Netherstone is a quest in Act Three of Baldur’s Gate 3. It is started automatically after entering Wyrm’s Rock Fortress and long resting, or by entering the sewers for the first time.
Orin, the Lash of Bhaal, is hiding somewhere in Baldur’s Gate with a Netherstone. We must find her and take it.
Search Baldur’s Gate for Orin.
We need to scour the city for clues to Orin’s location - murder most foul may be the place to start when tracking a Bhaalist.
Orin confronted us in a shapechanged disguise - then teleported away. We should keep looking for clues as to her base of operations.
Find and gain access to the Temple of Bhaal.
We met a Flaming Fist Constable investigating Bhaalist murders in the city. We should investigate - this trail of blood may lead us to Orin and her Netherstone.
We found a Bhaalist target list - new recruits are being asked to stage murders as Absolute butchery. We should investigate: successful recruits gain access to the Temple of Bhaal, where Orin awaits.
We found the Temple of Bhaal, but the doors are sealed shut. We need to find a way in - Orin may be inside.
We killed Bane’s Chosen, just as Orin requested. Now we need to bring his severed hand to the Murder Tribunal - where we will gain access to the Temple of Bhaal and Orin herself.
Gortash told us Orin resides in the Temple of Bhaal. We must find the temple and a way of getting in.
Orin has kidnapped one of our number - we must find the Lash of Bhaal and free our companion.
We found a cruel and deliberately staged murder scene in Baldur’s Gate - it could be the work of Orin.
Orin kidnapped Yenna - a young girl we met in Rivington. We must find the Lash of Bhaal and rescue her.
Find a way to access the Temple of Bhaal.
We slew Justice Sarevok and his Murder Tribunal - we should search his belongings to find a way into the Temple of Bhaal.
We found a Bhaalist Amulet on Sarevok’s body. It may help us enter the Temple of Bhaal.
We found a map pointing us towards the Temple of Bhaal’s hidden Undercity location.
Investigator Valeria told us where to find the Temple of Bhaal - Orin awaits us there.
Open the Temple of Bhaal and confront Orin.
Now we have the Bhaalist Amulet and the Temple of Bhaal’s location, we can finally face Orin.
Justice Sarevok found us worthy of entering the Temple of Bhaal: he gave us an Amulet to open the doors as well as the Temple’s location. We should go there - Orin awaits.
Confront Orin in the Temple of Bhaal.
We opened the Temple of Bhaal using the Bhaalist Amulet - now we must face Orin within.
The doors to Father’s Temple opened before us - as the Bhaalspawn’s right. We must enter and slay Orin.
Defeat Orin.
We must slay Orin to claim her Netherstone.
Retrieve Orin’s Netherstone from her dagger.
With Orin dead, we must retrieve the Netherstone from her dagger.
We have slain one of Bhaal’s fetid spawn and claimed her Netherstone.
Gather Your Allies is a main Quest spanning all three Acts of Baldur’s Gate 3. It is obtained in Act One and completed in Act Three. Its objectives are completed as various quests are completed during the campaign.
Objectives
Recruit allies in the fight against the cult
Freeing ourselves of the parasite is proving more difficult than we imagined. We should be on the lookout for powerful allies - we’ll likely need them in the fight to come.
Volo has become a most loyal ally. His powerful words of encouragement are sure to be at our backs in the trials to come.
Auntie Ethel is grateful for us letting her keep the child. We can rely on her help in the trials ahead.
Halsin is grateful for our help protecting the sanctity of life. We can count on his formidable druidic powers, should the need arise.
Yurgir, pleased to be free of his contract, will lend us the hellish might of an orthon in the trials to come.
Mizora is sure to seek revenge for her abduction to Moonrise Towers. When the time comes to face the Absolute, we’ll find her on our side.
Isobel is grateful that, thanks to us, her beloved is safe. We are sure to have the light of Selûne guiding us in the darkness to come.
Dame Aylin, the fearsome aasimar, is now our sworn ally. She’ll have our backs in any fight - no matter the enemy.
Lorroakan is more powerful than ever with the Nightsong in his possession, thanks to us. The might of Ramazith’s Tower will be at our backs, should we ever need it.
Rolan is grateful for our help securing his position in Ramazith’s Tower. We can rely on the tower’s full power, should we ever need it.
Arabella is back from learning how to control her powers. We can trust that her magic will be there to help us when we need it most.
The strange creature is thankful that we helped it enter the city. No doubt we’ll have a powerful ally when we need it most.
Valeria feels indebted to us for having saved her from an untimely death. She and her City Watch are prepared to support us in the final battle.
Dammon the weaponsmith has become a staunch ally. We can rely on his ingenuity and the owlbear cub’s might in our final battle.
Wulbren and the Ironhand Gnomes no longer have to contend with the Gondians. We can rely on their aid, should we ever need it.
The Gondians’ lives were saved with our help. We’ve made loyal allies in them, should we ever need their aid.
Barcus won’t forget that we helped him become the new leader of the Ironhand Gnomes. We can count on his support should we ever need it.
Grand Duke Ravengard is grateful for us saving him from the Absolute’s clutches. He will stand by our side in the final battle.
Florrick is immensely grateful that we freed her and helped with the threat at Moonrise. We are sure to have her and the Flaming Fist by our side when we need it most.
The Zhentarim don’t like to be in anyone’s debt - it’s bad for business. For helping them, we are sure to have their blades on our side, should it come to protecting the city. It’s their new home, after all.
Nine-Fingers is grateful that we helped her retain control of the Guild - she’s not one to give away what’s hers. We can count on her and her Lady’s Court in the final battle.
Mol isn’t one to forget those who have helped her along the way. She’ll have our back in the fight to come.
We’ve made an ally of Kith’rak Voss. He and his mighty steed will aid us when the time comes.
Astarion is grateful for us helping him become Vampire Ascendant. We can count on his dark magic in the final battle.
The Gur people are grateful for our role in taking down Cazador Szarr. We are sure to have them by our side, come what may.
Shadowheart is thankful that we helped her gain her rightful position in the Sharran Cloister. We can count on the dark power of the Sharrans in the battle to come.
Viconia is grateful that we helped her establish her rightful position. We can count on Viconia and Lady Shar’s faithful in the fight to come.
Jaheira has joined our party. We’ll have whatever aid the High Harper can muster in the fight to come.
Bhaal is most pleased we have embraced him. The Lord’s slayer will make for a powerful ally in the battle ahead.
The following objectives will be added for characters who leave or are killed:
Halsin has left, forging his own path. He won’t help us in the fight to come.
We killed Dammon, so he and the owlbear cub can no longer aid us in the battle to come.
Shadowheart has left, so we will be without her aid in the battle to come.
We killed Viconia, so have lost the aid of her and Lady Shar’s faithful.
Auntie Ethel would have lent us her aid, but we killed her before she could.
We killed Ulma, so we will no longer have the help of the Gur people in the final battle.
Astarion is gone, so we will be without his aid in the fight to come.
Counsellor Florrick was ready to support us in battle, but we killed her before she could.
The Guild are leaderless. They’re in no condition to help us in our fight.
The Zhentarim are newly victorious, but leaderless. They will be busy with matters of their own, so will not be able to aid us.
Jaheira has left us - and with her, any chance of aid from the Harpers in the fight to come.
With Wyll dead, Mizora has little interest in helping us.
We sent Yurgir, who could have been a powerful ally in our final battle, back to the Hells.
We killed the owlbear cub, despite how far it had come. We will no longer have its support in the battle to come.
The phasm would have aided us in battle, no matter how formidable our foe, but we killed it.
We killed Grand Duke Ravengard, who can no longer help us in the fight to come.
We killed Isobel despite all we did for her and Dame Aylin. She can no longer help us in the final battle.
We killed Dame Aylin despite all we did for her and Isobel. She can no longer help us in the final battle.
We killed Lorroakan, so no longer have his support from the heights of Ramazith’s Tower.
We killed Rolan, despite having helped him accomplish his goals. He can no longer aid us when the time comes.
We killed Wulbren. He can no longer aid us in our final battle.
We killed Barcus, an unfortunate gnome until the end. He can no longer aid us in our final battle.
We killed Valeria, despite having saved her so recently. She can no longer aid us in our final battle.
We killed Volo, just a humble bard and documentarian at the core. He can no longer help us in the fight to come.
This will result in the final conclusion for the quest towards the climax of Chapter Three:
The allies we’ve made on our journey have all gathered together - ready to lend us their power in the battle ahead. It is time to finish this - once and for all.
Halsin said the parasite has been altered by the followers of the Absolute. If we want answers, we need to head to their base at Moonrise Towers.
Choose a path to Moonrise Towers.
Halsin told us of three ways to get to Moonrise Towers: the Risen Road, a mountain pass, or via tunnels in the Underdark, which start at the temple of Selûne.