TL;DR
- This Baldur's Gate 3 Act 3 walkthrough covers every main/side quest, key decision consequences, boss strats, and all three main endings
- We break down step-by-step progression to avoid broken quests and hit all the best loot before the final encounter
- Hardcore min-max tips for the final Netherbrain DPS check, including exact HP thresholds and damage breakpoints
- Full tier ranking of Act 3 legendary weapons, with must-have vs skip verdicts
Act 3 Area Overview
Act 3 of Baldur's Gate 3 drops you right into the heart of the Lower City, a 2.8km2 open area packed with 47+ quests, 12 unique boss encounters, and three distinct main endings locked behind your choices throughout the entire game. This chapter guide is built for players who've already cleared Act 2, know the base mechanics, and want to avoid the common quest-breaking bugs that still plague BG3 in 2025 while grabbing every piece of endgame loot.
Act 3 is split into three primary zones:
- Lower City (levels 9-11): Main quest hub, 80% of side content
- Upper City (levels 11-12): Endgame side quests and the Gortash confrontation
- Bhaal Temple / Netherbrain Colony (level 12): Final boss gauntlet and ending sequence
You'll hit level 12 (the current max level) around 2/3 of the way through the Lower City, so we'll structure this progression walkthrough to get you there early while grabbing all the best feats and gear before the final fight.
Step-by-Step Main Quest Progression
Follow this exact sequence to avoid broken quests (a common issue when you storm the Upper City too early). This step-by-step walkthrough guarantees you hit every main story beat and unlock all side content:
1. Lower City Opening: Get Your Bearings (After Entering Through the Gate)
- Deal with the Flaming Fist guard checkpoint: Pass the DC 18 Persuasion check to avoid fighting, or kill them for 120 XP and a +1 Longsword. Don't sneak past - you'll lock out the "Find the Missing Shipment" side quest early.
- Head straight to the Elfsong Tavern to meet with Raphael. Never accept his deal to remove the tadpole - it locks out the good ending and gives you a permanent -2 to all charisma checks for the rest of the game.
- Speak with Mammon at the tavern bar after the Raphael cutscene to pick up the "Murder in Baldur's Gate" main quest.
- Rescue Volo from the Flaming Fist camp near the tavern entrance: Pass the DC 16 Deception check to get him for free, he'll give you the Volo's Ersatz Eye that gives permanent true sight - no exceptions, this is a must-grab.
2. Clear All Lower City Side Content Before Moving to Upper City
90% of broken Act 3 quests happen because players rush to the Upper City before wrapping up Lower City content. Follow this order:
- Clear the "Githyanki Creche" follow-up quest at the Rambling Inn: Kill Vlaakith's envoy, get the Silver Sword of the Astral Plane (1d8+1 slashing, +2 to attack vs aberrations, 10% chance to stun on hit - S-tier for melee fighters)
- Complete "Find the Missing Shipment" at the Sharess' Caress: Open the hidden chest in the basement to get the Knave's Robe (+2 DC to all spell saves, B-tier for Arcane Tricksters)
- Clear the Lower City Sewers for the "Escape the Underdark" follow-up: Find the Bhaal cult entrance early, don't go in yet - we'll come back after you hit level 12.
- Complete the "Murder in Baldur's Gate" quest line: Expose the Bhaal cult, kill the Open Hand Temple killers, get the Amulet of Bhaal (+2 Strength, breaks poise on every first hit - S-tier for all melee builds)
3. Unlock and Clear Upper City
- Get the Upper City pass from Gortash's invitation after you complete the Murder quest - it's automatically sent to your camp. If you killed Gortash early, you can pickpocket a pass from a Flaming Fist captain near the Lower City gate (DC 20 Sleight of Hand).
- Clear the Counting House quest for the Stone Lord: Get the 10,000 gold payout (keep it, don't give it back - you need gold for Act 3 consumables) and unlock the Vault of Wyrms.
- Confront Gortash in the Upper City palace: This is a mandatory boss fight at 300 HP, 18 AC, and he deals 2d6+4 bludgeoning plus 2d8 thunder damage per hammer hit. He has 2 bodyguards with 80 HP each - focus the bodyguards first to avoid being stun-locked.
- After killing Gortash, grab the Horn of Valhalla from his body - it summons 2 berserkers with 65 HP each for 10 turns, one use per long rest. This is a game-changer for the final Netherbrain fight.
4. Bhaal Temple and Orin the Red Boss Fight
- Head to the Sewers Bhaal entrance after killing Gortash - Orin will kidnap one of your companions (usually Gale if you have him in your camp). Bring Lae'zel or Astarion for extra dialogue damage if you romanced them.
- Pass the DC 20 Religion check to bypass the first three cultist fights, saving you 20 minutes of pointless combat.
- Orin boss fight stats: 420 HP, 20 AC, 4 attacks per turn with Deadly Dance that deals 1d10+5 piercing per hit, plus a 25% chance to poison for 5 damage per turn for 3 turns. Her low Fortitude save (13) means hold person will land 75% of the time on a level 12 caster - melt her before she can split into clones.
- After killing Orin, grab the Corpsemaker dagger (1d4+7 piercing, 1d8 necrotic, instant kill on targets under 20 HP - S-tier for rogues) and the Netherstone.
5. Final Gauntlet to the Netherbrain
Once you have all three Netherstones (from Gortash, Orin, and Ketheric Thorm from Act 2), head to the docks and take the flying ship to the Netherbrain Colony. There's no turning back after this point, so make sure you've wrapped up all side content first.
Key Decision Points & Consequences
Every major choice in Act 3 shapes your ending and permanent companion approval. Here's the breakdown of what matters:
| Decision | Consequence (Good) | Consequence (Bad) |
|---|---|---|
| Accept Raphael's deal for the Netherbrain crown | None - no upside here | Locked into the Absolute ending, permanent -2 charisma, Raphael takes over the world |
| Kill Emperor / side with the Githyanki | +20 approval with Lae'zel | Lose Emperor's 200 DPS mind flayer damage in the final fight, 50% higher chance to fail the DPS check |
| Become Bhaal's Chosen (spare Orin / complete the ritual) | Get the Slayer Form permanent transformation (2d10 slashing, 100 extra HP) | Locked into the Bhaal ending, all good-aligned companions leave your party |
| Spare Gortash / ally with him | He helps you in the Netherbrain fight for ~100 DPS | Locked into the Absolute ending, lose the Horn of Valhalla, all good companions leave |
| Give the Netherbrain crown to Orpheus | Unlocks the best good ending, all companions stay | Your character becomes a mind flayer permanently if you don't have the tadpole cure |
All Endings Breakdown
There are three main endings, with minor variations based on companion choices:
- Good Ending (Destroy the Netherbrain): Unlocked by refusing all deals, keeping at least one Netherstone, and destroying the brain. This ends with tadpoles removed from the world, your character survives (unless you sacrifice yourself), and Baldur's Gate is saved. This is the only ending where all companions can survive.
- Absolute Ending (Control the Netherbrain): Unlocked by accepting Raphael's deal or allying with Gortash. You take control of the Absolute, rule Baldur's Gate as a tyrant, and all good-aligned companions are dead or exiled.
- Bhaal Ending (Become the Slayer): Unlocked by becoming Bhaal's Chosen. You destroy the Netherbrain, become the new god of murder, and raze Baldur's Gate to the ground. Only evil companions stay with you.
Boss Encounters Summary (Hardcore Strats)
Here are the stat blocks and one-shot strats for every major Act 3 boss:
| Boss | Total HP | AC | Best Strategy | Difficulty Tier |
|---|---|---|---|---|
| Gortash | 300 | 18 | CC his bodyguards first, use thunder damage to break his poise in 2 hits | B |
| Orin the Red | 420 | 20 | Hold Person/Hold Monster, focus fire before she clones - she can only clone once below 200 HP | A |
| Mizora & Raphael (House of Hope) | Raphael: 666 | 22 | Break the 4 crystals in 2 turns to nuke half his HP immediately, use radiant damage for 2x bonus | S |
| Netherbrain (Final Boss) | 750 (main body) + 2x 200 tentacles | 19 (main) / 15 (tentacles) | Kill tentacles first to remove the damage resistance buff on the main body, you have 8 turns to beat the DPS check before it wipes the party | S |
Notable Loot: Act 3 Legendary Tier List
All legendary and unique items in Act 3, ranked by usefulness for endgame:
| Tier | Item Name | Stats | Verdict |
|---|---|---|---|
| S (Must-Have) | Silver Sword of the Astral Plane | 1d8+1 slashing, +2 atk vs aberrations, 10% stun | Best one-handed melee weapon in the game for fighters |
| Amulet of Bhaal | +2 Strength, guaranteed poise break on first hit | BiS for any melee build, no competition | |
| Crown of Karsus | +3 to all spellcasting ability scores, 1 free 9th level spell per long rest | BiS for all casters, only available in the final fight | |
| Corpsemaker Dagger | 1d4+7 piercing, 1d8 necrotic, instant kill under 20 HP | BiS for Arcane Trickster and Assassin rogues | |
| Horn of Valhalla | 2 berserkers (65 HP each) per long restFree distraction and extra DPS for the final fight | ||
| A (Great) | Knave's Robe | +2 spell save DC | Great for Arcane Tricksters, skip for pure mages |
| Bloodguantlets of Bhaal | +1 Str, 1d4 extra necrotic on all melee hits | Solid if you don't have better gloves | |
| Spell might Guard | +2 AC, advantage on spell saves | Best shield for casters | |
| B (Solid) | Orin's Slayer Armor | 18 AC + Dex, +1 to all damage | Solid medium armor for dex builds, worse than Armour of Agility from Act 2 |
| Gortash's Warhammer | 1d8+4 bludgeoning, 2d8 thunder on hit | Good for clerics/paladins, nothing game-breaking | |
| C (Skip) | Bhaal's Scythe | 2d10 slashing, 1d10 necrotic | Too slow, lower damage than a greatsword +1, only good for roleplay |
Side Content Available (What's Worth Your Time)
Act 3 has a ton of side content, but not all of it gives good loot or XP. Here's what to prioritize:
- Must-
