Act 3 looks like a list of unrelated invitations, murders, companion finales, and two Netherstone targets. Most of it is flexible. The chain that is not flexible is Gortash’s infrastructure: attend the coronation, enter the Iron Throne, disable the Steel Watch, and only then fight Gortash. The other hard stop is the skiff at the Morphic Pool, not the moment you collect the third stone.
The dependency audit uses the August 17, 2026 client boundary: Patch 8 for final major story content and Hotfix #36 for the latest official build notice. This is not a demand to clear every marker or choose a “good” ending. Characters who died in earlier acts will remove or reshape their branches.
Keep three tracks on the journal instead of one giant checklist
Sort the act into tracks that answer different failure risks:
- Access and investigation: Rivington, the Open Hand murders, Wyrm’s Crossing, passes, and the Lower City.
- Netherstones: Orin through the murder trail, and Gortash through his prison and Steel Watch infrastructure.
- Optional finales: companions, House of Hope, Wyrmway, allies, and equipment needed for the final decision.
You can move between tracks whenever combat, level, or party composition makes another task more attractive. Do not move the Gortash steps out of order merely because the Foundry and fortress are visible early.
Use Rivington to open cases that continue inside the walls
Begin with the Open Hand Temple murder. Inspect the scene, speak to the investigators, and follow the evidence toward the killer rather than treating the quest as a self-contained temple puzzle. That thread supplies a route through Wyrm’s Crossing and becomes the cleanest entry into Orin’s murder network.
Rivington also holds the circus, refugees, the Gur camp, suspicious toys, and several returning characters. These are not prerequisites for entering the city, but some continue in the Lower City. Read each handoff: a named suspect, address, contact, or district is a reason to keep the quest active rather than search Rivington for a nonexistent finish.
At camp, respond to the forced Astral Prism event when it begins. The portal sequence is turn-limited; the goal is reaching the portal, not farming the githyanki attackers. The Emperor then offers the Astral-Touched Tadpole. Accepting, rejecting, opening the mind, or using it on a companion affects illithid powers and appearance, but it does not by itself decide the Emperor-versus-Orpheus choice at the end.
Attend the coronation before making the fortress hostile
Enter Wyrm’s Rock Fortress and speak to Mizora outside the audience hall. Attend Gortash’s coronation while Duke Ravengard and the Steel Watch are present. Karlach has unique dialogue, but bringing her requires you to keep the confrontation from becoming an immediate attack.
Do not fight Gortash in the ceremony hall on a completion-focused route. The Steel Watch, guards, and elevation make it a poor battlefield, while premature hostility can cut across Ravengard, the Iron Throne, Foundry, Wyll, and Karlach states. You can hear Gortash’s proposed alliance and leave. Agreeing in the room does not require you to complete his preferred future.
After the ceremony, speak to Mizora again and Long Rest when Wyll’s pact scene is ready. Her offer is a companion decision, not the only way to find or rescue the Duke. Save before it because Wyll’s freedom, Ravengard’s location, and Mizora’s future behaviour are meant to carry consequences.
Establish Lower City anchors before chasing either Chosen
Use the first Lower City loop to unlock waypoints and recognize the locations that connect later quests: Basilisk Gate, Elfsong Tavern, Sorcerous Sundries, the Guild, Counting House, Grey Harbour, Steel Watch Foundry, and the docks leading toward Flymm Cargo. You do not need to complete them in that order.
Finish Jaheira’s early Harper meetings promptly if you want Minsc. Her trail passes through Danthelon’s Dancing Axe, the Guild and Counting House, and later a confrontation where nonlethal damage matters. Toggle nonlethal attacks for the finishing melee blow and confirm Minsc is knocked out rather than dead; ranged and spell damage can defeat him permanently.
Visit the Emperor’s old hideout beneath Elfsong if you want his history, then follow Duke Ravengard’s Wyrmway lead when it becomes available. Those discoveries inform the final trust decision but do not force its outcome.

Follow Orin through evidence, tribunal, and temple
Orin’s shapeshifting encounters and kidnapping create pressure, but the act still permits broad exploration. Identify the abducted camp member, keep a save made before the reveal, and do not assume a frightening journal line is a universal Long Rest timer. The actionable route is the murder investigation.
- Continue the Open Hand evidence into the Lower City murder targets.
- Protect a living target where possible and confront Dolor.
- Use the resulting proof to reach the Murder Tribunal.
- Obtain the Amulet of Bhaal by killing Sarevok or accepting the Tribunal’s path.
- Open the Temple of Bhaal and prepare for Orin’s form, Unstoppable stacks, and cultists.
A Dark Urge confrontation can become a duel with its own stakes. A Tav or other Origin generally fights the wider encounter. Bring Magic Missile, multi-hit attacks, or other repeatable hits if Unstoppable is the bottleneck; raw single-hit damage is wasted while those stacks remain. Save immediately before the final dialogue because the captive’s survival, Orin’s stone, and Dark Urge resolution all read back there.
Orin and Gortash can be killed in either order. Handling Orin first often removes the kidnapping pressure while leaving the Gortash infrastructure intact. It does not replace the Iron Throne–Foundry order.
Run Gortash’s chain in one direction
The completion-safe chain is coronation → Iron Throne → Steel Watch Foundry → Gortash. Each arrow protects a dependency:
- The coronation establishes Duke Ravengard’s transfer and Gortash’s political state.
- The Iron Throne contains Ravengard, Gondian families, and potentially Omeluum.
- The rescued Gondians give context and help for disabling the Foundry.
- Destroying the Foundry removes the Steel Watch from Gortash’s defence.
Find the submersible through Flymm Cargo. Starting the Iron Throne sequence openly breaks Gortash’s alliance and gives a strict turn limit. Split the party by cell blocks, use Dash, Misty Step, Dimension Door, Haste, summons, and levers from range where available. Do not make one character personally escort every prisoner. Open routes first, then spend remaining actions on trapped people. Ravengard, the Gondians, and Omeluum occupy different rescue problems; a perfect result may require a dedicated save and a second attempt.
Finish Avenge the Drowned investigation before boarding if you want its evidence and dialogue in sequence. On return from the prison, verify who reached the submersible rather than counting open doors.
Next enter the Steel Watch Foundry. Protect Gondian workers where practical, learn how to reach the lower lab, and disable motivators before they detonate. The Steel Watcher Titan guards the Neurocitor route. A surviving Gondian specialist, the Ironhand runepowder solution, or the correct control knowledge can each produce different endings to the building; choose the faction outcome you intend. The essential readback is that Steel Watchers across the city collapse.
Only then return to Wyrm’s Rock for Gortash. The fortress is less protected, Karlach can confront him, and his Netherstone completes that branch without sacrificing the prison to an earlier attack.
Place companion finales before the Morphic Pool
The following quests are optional for reaching the brain but can change companions, allies, equipment, or the final decision:
| Finale | Why its timing matters | Useful party context |
|---|---|---|
| House of Hope | Secures the Orphic Hammer without accepting Raphael’s lasting bargain and must be finished before the final Prism choice. | Bring tools for fire resistance, Hope’s rescue, soul-pillars, and a long boss fight. |
| Cazador’s Palace | Ends Astarion’s ritual chain and determines the spawn outcome. | Bring Astarion if his choice matters; free him quickly if the ritual restrains him. |
| House of Grief | Resolves Shadowheart’s cloister and family decision. | Prepare radiant damage carefully because reflected-radiant effects can punish careless use. |
| Sorcerous Sundries | Advances Gale, the Crown of Karsus, and the Nightsong/Lorroakan branch. | Bring Gale or Aylin when their dialogue is the reason for the visit. |
| Wyrmway and Ansur | Completes Ravengard’s legend, Wyll’s direction, and the Emperor’s buried history. | Prepare for four chamber tests and Ansur’s large lightning attacks. |
| High Harper | Recruits Minsc and can secure the Guild as a final ally. | Bring Jaheira and preserve nonlethal control for Minsc. |
Also finish any romance scene, Gather Your Allies promise, Hag Survivors, Mystic Carrion, Gondian/Ironhand result, and personal quest you want represented in the epilogue. “Gather Your Allies” is a roster readback: inspect which named allies the quest actually lists instead of assuming every friendly NPC will appear at High Hall.
Collecting three stones is not the final point of no return
With Ketheric’s, Orin’s, and Gortash’s Netherstones, the main quest points to the Morphic Pool beneath the city. The Lower City remains the cleanup space until you board the skiff. The game warns at that transition because the sequence beyond it moves through the Elder Brain confrontation, Astral Prism decision, High Hall, and final battle without returning to ordinary city exploration.
Before the skiff, carry the Orphic Hammer on an active party member if freeing Orpheus is a possibility. Bring Lae’zel for the githyanki decision, Karlach if her mind-flayer offer is under consideration, or Gale if his orb plan is relevant. Party composition changes which speakers and sacrifices are physically available; camp members cannot be swapped in after the final sequence closes.
Stock elixirs, scrolls, arrows, healing, movement tools, and summons. Make a named manual save at the dock. The final choice map is explained separately in the Emperor, Orpheus, and mind-flayer ending guide.
Use readbacks to distinguish a chosen omission from a broken route
An Act 3 journal will rarely be empty. The useful audit is smaller:
- Both Netherstone entries show the stones in party control.
- The Iron Throne result names the people who actually escaped.
- Steel Watchers are disabled before the Gortash fight.
- The abducted companion is alive, dead by outcome, or deliberately abandoned—not merely missing from camp.
- The Orphic Hammer is obtained or Raphael’s bargain is consciously left as the only route.
- Companion finales and Gather Your Allies list the states you want.
- A manual save exists before boarding the Morphic Pool skiff.
If those states are clear, unfinished minor quests are choices rather than route failures. Act 3 rewards a deliberate ending more than an exhausted attempt to remove every marker.
Sources & credits
Steam’s AppID 1086940 product record verified the game and supplied unaltered city artwork. The Patch 8 release notes from Larian define the last major narrative update. Readable route references were compared for the coronation, murder case, prison, Foundry, companion finales, Netherstones, and Morphic Pool warning.