Entering the Lower City for the first time is a total sensory overload. You’ve spent dozens of hours in the shadow-cursed lands or the goblin-infested woods, and suddenly, you’re dumped into a sprawling metropolis where every single NPC seems to have a problem that only you can solve. It’s overwhelming. Honestly, most players just rush straight toward Gortash or Orin because the game makes the stakes feel so incredibly urgent. But if you do that, you’re going to miss about 40% of the best content Larian ever made. This bg3 act 3 checklist isn't just about finishing the game; it's about making sure you don't accidentally lock yourself out of the legendary gear and companion closures that make the ending actually hit home.
You need to breathe. The city isn't going anywhere, even if the Brain is shaking the foundations of the world.
The Rivington Warm-up
Before you even see the tall walls of the city proper, you’re stuck in Rivington. Don't just run to the gate. Most people ignore the circus, which is a mistake. Talk to Akabi the djinni. If you catch him cheating, he flings you to a jungle area where you can find Nyrulna, one of the best legendary tridents in the game. It’s a literal game-changer for any Barbarian or Fighter build.
Then there’s the Open Hand Temple Murders. This quest is basically your ticket into the city’s deeper lore. You’ll find a flowery key that opens a secret room in Fraygo’s Flophouse. It’s grim, sure, but it sets the stage for the Bhaalist cult plotline that defines the second half of the act. You also shouldn't overlook the Gur Camp near the outskirts. If you have Astarion with you, this is non-negotiable. It sets up his final confrontation with Cazador in a way that makes the emotional payoff much stronger later on.
Navigating the Lower City Chaos
Once you’re through Basilisk Gate, the map just explodes. It’s a mess of icons. To keep your bg3 act 3 checklist manageable, try to think of the city in zones. The Elfsong Tavern is your new home base. Go there immediately, talk to the barkeep, and secure the top floor as your camp. It’s way better than camping in the street, and it triggers several key long-rest cutscenes that move companion stories forward.
The Sorcerous Sundries Heist
You have to go to the magic shop. Even if you aren't playing a Wizard, the basement of Sorcerous Sundries is a goldmine. You’re looking for the Annals of Karsus. This isn't just flavor text; it’s the key to Gale’s entire ending arc. Plus, the vault down there contains the Tharchiate Codex. If you read it (and have the Necromancy of Thay from Act 1), you can finally unlock the "Danse Macabre" spell, which lets you summon a small army of ghouls. It’s hilariously broken in large fights.
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Dealing with the Iron Throne
This is the one quest that stresses everyone out. Gortash tells you not to go. He’ll threaten to blow the whole thing up. He isn't lying. The Iron Throne is a timed underwater prison break, and it’s arguably the most unique encounter in the game. You need to save Duke Ravengard and the Gondian families.
Pro Tip: Bring Haste spores, Misty Step, and every movement-buffing item you have. You only have a few turns before the whole place collapses. If you fail here, the Steel Watcher Foundry becomes a lot harder to take down later because you won't have the Gondians' help.
Companion Finales You Can't Skip
The heart of Act 3 is closing the loop on your friends. If you leave these undone, their endings in the epilogue will be... depressing.
- Shadowheart: Visit the House of Grief in the Lower City. It’s tucked away in the northwest. This is where she faces Viconia De Vir (a massive throwback for Baldur's Gate 2 fans). The Choice she makes here regarding her parents is the culmination of her entire identity crisis.
- Astarion: The Cazador fight is located in the Szarr Palace. It’s a tough fight, especially if you let Cazador finish his ritual. Bring Daylight. Seriously. Casting Daylight on a weapon or just in the middle of the room trivializes the vampire mechanics.
- Lae'zel: You need to deal with Vlaakith’s lies. This usually involves the Sharess’ Caress brothel—not for the services, but to meet Kith'rak Voss. He’ll give you the quest to obtain the Orphic Hammer from the House of Hope.
The House of Hope: High Risk, High Reward
Speaking of the House of Hope, let’s talk about Raphael. This is arguably the best boss fight in the entire RPG genre. The music alone is worth the trip. You enter via the Devil’s Fee shop by performing a ritual.
Do not go in there under-leveled. You want to be Level 12. You're there for three things: the Orphic Hammer, the Helldusk Armor, and the Gauntlets of Hill Giant Strength. Oh, and to punch a devil in the face. If you manage to save Hope while you're there, she becomes a powerful ally in the final battle. Just be prepared for Raphael’s 666 HP and his penchant for singing his own boss theme.
Cleaning Up the Murder Plot
Orin the Red is the other big threat. She’ll kidnap one of your companions—usually whoever you aren't using much, like Lae'zel, Gale, or Halsin. To get them back, you have to play her game. This leads you to the Tribunal of Murder.
Here’s a nuance people miss: you don’t have to become an unholy assassin to get to Orin. You can kill the tribunal. It’s a much harder fight because Sarevok Anchev (another BG1/2 legend) is a beast, but it feels a lot better for a "good" playthrough. Once you have the amulet from him, you can enter the Temple of Bhaal in the sewers.
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Essential Gear Checklist for the Final Push
Before you trigger the endgame at the Morphic Pool, check your inventory. You should have gathered these "Must-Haves" to make the final gauntlet less of a nightmare:
- The Helldusk Set: Best heavy armor in the game, looted from Raphael.
- The Duellist’s Prerogative: An amazing rapier found by completing "Save Vanra" in the Lower City.
- Gontr Mael: A legendary bow dropped by the Steel Watcher Titan in the Foundry.
- Balduran’s Giant Slayer: Found in the Wyrmway after solving the trials of Ansur the dragon.
Speaking of Ansur, don't miss the entrance to the Wyrmway. It’s hidden in the Wyrm’s Rock prison. You have to hit two dragon head torches with lightning damage to open the secret door. This reveals a huge chunk of lore regarding the city's founder and the Emperor’s true identity. It’s the kind of reveal that makes you look at your "mind flayer ally" very differently.
Handling the Guild and the Stone Lord
The sewers aren't just for Orin. There’s a whole mob war happening. If you find Minsc (yes, that Minsc), you can recruit him, but only if you have Jaheira in your party and use non-lethal attacks to knock him out. If you kill him, Jaheira leaves. It’s a messy, chaotic fight in the Counting House vaults, but having the "Redemption of Minsc" on your bg3 act 3 checklist is essential for the "classic" Baldur's Gate experience.
Actionable Steps for Your Playthrough
To get the most out of your time in the city without burning out, follow this specific order of operations. It balances story progression with power scaling.
- Secure the Elfsong Tavern: Get your base of operations set up and talk to everyone in the common room to pick up side quests.
- Focus on the Murders: Solve the Open Hand Temple case and follow the trail to the nameless boutique. This opens up the map naturally.
- Hit Level 12: Do the smaller tasks like "Stop the Presses" or "Philomeen’s explosives" to cap your level before hitting the major bosses.
- Companion Deep Dives: Tackle the House of Grief and Szarr Palace before you touch Gortash or Orin.
- The Point of No Return: Do not go to the Morphic Pool until you are 100% sure you are finished with the city. Once you go there, the game enters a linear path to the credits.
Don't feel pressured to do every single "Find my lost cat" style quest. The beauty of this game is the density, but the priority should always be your companions and the two Netherstones held by the villains. If you’ve checked off the House of Hope, the Wyrmway, and your companions' personal quests, you’ve seen the absolute best of what Act 3 has to offer. Go finish your story.