All satellite missions in Baldur’s Gate 3

All tasks of Will. Jaheira, Karlah, Shadowheart, Laezelle, Gale and other companions

Almost all companion missions begin after you recruit them to your team.

Read also:

  • Walkthrough Baldur’s Gate 3 – Act 1
  • Walkthrough Baldur’s Gate 3 – Act 2
  • Walkthrough Baldur’s Gate 3 – Act 3
  • All satellite missions in Baldur’s Gate 3
  • How to complete the Goblin Camp in Baldur’s Gate 3
  • How to get through the Dark Crypt in Baldur’s Gate 3
  • Baldur’s Gate 3 Character Creation Guide
  • How to become an Oathbreaker Paladin in Baldur’s Gate 3
  • Best build for Oathbreaker Paladin in Baldur’s Gate 3
  • Best Wizard builds in Baldur’s Gate 3
  • The best bard builds in Baldur’s Gate 3
  • The best sorcerer builds in Baldur’s Gate 3
  • Baldur’s Gate 3 – satellite guide
  • All novels in Baldur’s Gate 3
  • Baldur’s Gate 3 – class guide

blond elf

This quest starts after you meet Astarion at the beginning of the game and accept him into your party. The quest automatically starts after you accept Astarion into the squad. He meets shortly after you team up with Shadowheart on the beach. When you first meet Astarion, he will ask you to help get rid of the trapped Mind Flayer. If you decide to help him, you will be ambushed. If you succeed on your Perception check, you can dodge it or use your strength check to break free. If you notice the dagger, you can calm Astarion or threaten him.

After another rest in the camp, you will find out that Astarion is a vampire! “We woke up last night and saw how he was bending over one of the companions and drinking his blood. Let’s let him drink his fill to restore his strength.”

Eventually you will realize that the mind flayer worm has united you. No matter what you do, in the end, the tadpoles will unite the minds of the avatar and Astarion, and he will agree to join the team, which will begin the “Blond Elf” quest. Continue traveling with Astarion in a group.

Your next main interaction with Astarion will be at the camp. You will wake up due to the fact that Astarion is bending over you, after which a cut-scene will begin. You will understand that he is a vampire. You have three options to continue, including attacking your partner. If you do not attack Astarion and let him explain himself, you will still have the opportunity to split up.

You will then receive a new task (if he stays with you). Gandrel, a monster hunter, can be found in the Sunshine Marsh. If you don’t reveal Astarion’s whereabouts, get his approval.

If you take Astarion with you and encounter Gandrel again, he will want to fight the monster hunter. You have to kill the hunter. Also, in one of the conversations, you can tell Astarion that he should not drink the blood of the innocent, but he may not restrain himself with enemies. Once again talk to Astarion after killing Gandrel, and he will suggest that the hunter served his former master, the full-blooded vampire Kasador.

You can meet Raphael at the Last Light Inn in the Shadowcorrupted Lands. Perhaps he will appear a little later. Talk to him, having Astarion in the detachment, and the latter will ask for the scars on the body. Raphael promises to consider the request.

Heading north from the Shadowfellight House of Healing will reveal Torm’s Tomb. Near it you will meet Raphael (the same devil), who will ask you to kill his old enemy, promising something in return. So, once inside the tomb, in any case, you will have to kill Yurgor, who will have a plot item. After that, Raphael will meet with you and tell you that Kasador wants to gain incredible power by sacrificing his offspring, which includes our hero Astarion. You need to go to Baldur’s Gate.

In the east of the region, to the right on the map from the fields with wheat and the mill, there is a camp of the Gurts tribe. Talk to them along with Astarion and agree to help.

To get to the castle of Kasador, you need to climb the high wall of the fortress. This is done from the south of the castle, through the building near the rune circle “Central Wall of the Lower City”. Intimidate or convince the enchanted guards, climb the stairs and enter Zarra’s castle.

If you can’t find the entrance to the southern tower of the Zarra Palace, go to coordinates X:- 68; Y:-53. Please note that there will be an event in the camp at night during which some of Kasador’s slaves will try to kidnap Astarion, and you will have no other options but to kill everyone. The slaves you defeat will simply disappear. Either way, enter the tower and make dialogue checks to avoid getting into a fight with the guards. Then you will be able to get to the Casasdora Palace.

The first task is to open the Sinister Door. And for this we need two things. Go down the stairs from the door and at the very bottom you will find a necrotic door. Behind it will be a room with a corpse radiating necrotic magic. Use Mist Step to avoid damage and search the dressers for a Kozakura Dictionary. Read it with any character to memorize the spell. The chest in the same room contains a helmet that, at 50% health or less, grants an additional bonus action and increases your Dexterity saving throw by +1.

Also in the lower part you need to open the illusory door to the kennel. The same Astarion can do this. Talk to the skeleton Gowdy. After some checks, you will receive a ring with the family crest. Or you will be forced to defeat the skeleton in battle.

Return to the Sinister Door and interact with it. The character will automatically place the ring and cast the spell. Once the door is open, you will have to fight several werewolves and other animals. After the fight, take the elevator down the nearest door on the left, by Kasador’s office. This will take you to Kasador’s dungeon.

There are several cameras here. The one on the left can be printed with the Zarra family crest ring. You can make a Wisdom check to learn about the ancient vampire Velioth. You will also receive a scroll that tells about the ritual that Kasador wants to perform. To become the supreme vampire, he will have to destroy 7000 creatures.

There is a doorway in the main corridor leading to a precipice. There is another way downstairs, but for now it’s best to avoid it: getting out of there will be difficult, and breaking the locked door requires a DC30 check. Even if you open it, you will find a sewer, and you will not be able to return to the dungeon. However, if you check the above location later, you’ll find a Blade with 8-18 points of piercing and radiant damage (attack rolls have advantage against undead; +1 weapon enchantment).

When you’re ready, go through the main doorway in the starting corridor. Offspring are in cages. First, focus on the boss in the main hall. The Grand Chamber leads to a boss fight with Kasador. There is no need to enter into a direct confrontation with him, since it is extremely difficult to win in this way. Instead, pay attention to the following things.

The arena is quite small and is located in the middle of an abyss. You will fight not only with the boss, but also with his werewolf minions and bats. Several slaves are trapped in a trap thanks to magical runes. While Kasador absorbs their power, he restores health points and increases necrotic damage.

The Boss is hypersensitive to sunlight and will take 20 radiant damage whenever he starts his turn in sunlight. It also suffers penalties on saving throws and ability checks.

With the above in mind, the best way to defeat Kasador is to ungroup your squad and enter stealth mode. Then cast the Daylight spell at the center of the arena. Kasador will take the first damage. While he is under the sun, move the characters with Thunder Wave (or similar spells) as close to the boss as possible. Drop the enemies. Keep in mind that Kasador will trap Astarion and incapacitate him if he is in the “detection” zone. Keep the character as far away as possible.

In any case, before you deal the killing blow to Kasador, create a backup. Kasador will disappear as you actually fought his projection. His physical form is in a coffin in the middle of the arena. Interact with the coffin to watch a cutscene. And here you have to make an important choice related to Astarion.

Tell Astarion that performing the ritual will result in the death of thousands of people. Then successfully complete several persuasion checks. Astarion will agree, and then kill Kasador and free his brats. From the ground you can pick up the staff of Kasador. You can also decide what to do with the caged slaves.

You can continue the ritual, let’s combine our thoughts with the thoughts of Astarion. He will carve runic symbols into Kasador’s back and turn him into one of the conduits. In the middle of the cut-scene, you will be able to decide whether to let him complete the ritual or interrupt it permanently. If he completes the ritual, all the brats and slaves will be torn apart. Astarion will become a Rising Vampire, gaining new abilities and an increase in necrotic damage by 1-10 units.

If you stop Astarion in the middle of the ritual, he will not like it, as he has already tasted unsurpassed power. He gets angry and attacks you. You will have no choice but to finish off the former companion. Knocking out Astarion in this battle is the same as killing him. As with Minsk, it will not work.

For your efforts, you will receive the following rewards:

  • A special weapon “Misfortune”, which will appear in the inventory after the quest, provided that you did not allow Astarion to break the staff). Deals 3 to 19 points of bludgeoning and necrotic damage (+1 bonus to spell saves and spell attack rolls; creatures affected by your spells that fail their saving throws allow 1-4 HP to be healed; +2 weapon enchantment; Rot Spell).
  • From Kasador’s remains, you will receive a Rhapsody sword that deals 7-14 points of piercing damage (+1 bonus to attack rolls, damage, and spell saves for each creature you kill (max +3); chance to cause bleeding if you hit a creature from stealth mode or invisibility; +1 weapon enchantment).
  • When you try to leave the dungeon, you will meet Ulma and other ghurts who were looking for the missing children. If Astarion has completed the ritual, then they will consider him a monster. You must either fight them or kill Astarion. If you convinced Astarion not to perform the ritual, then you can peacefully disperse with the cucumbers. In addition, they will become your allies in the Gathering Allies mission.

Daughter of Darkness

This quest starts after you meet Shadowheart at the beginning of the game and accept her into your party. Keep traveling with the girl. When you get to the sanctuary in the Emerald Grove, Shadowheart will twist from the pain in his arm, and also get scared of the wolf. Talk to her about it and support to get approval.

Shadowheart first appears in the game’s prologue on a nautiloid. This is a priest Shar and a potential companion. It is in one of the mind flayer pods. Opening it right now will not work, and pressing the wrong buttons on the nearest panel will free the slaves that will attack you. Unfortunately, killing them will only give 1 experience point, so the action is useless for farming. If you try to free her, she will thank you later (get approval).

It is at this point that she will thank you for your efforts to free her on the nautiloid. End the dialogue to automatically start the Daughter of Darkness quest. Continue traveling with her as you progress through the quest. During various story interactions, the quest will continue to update, which will be recorded in the task log.

When you approach the broken statue next to the ruined village windmill, Shadowheart will see a strange magical flash. This will update the log. While traveling with Shadowheart, you will learn about Selûne from her. Successfully pass a persuasion check (17) and she will reveal her true identity as Shar’s follower. You can answer differently. When talking to Shadowheart in the camp, you will be presented with the following dialogue options. There are options when you can even part with it.

A message will appear that reads, “Although Shadowheart tried to hide her origin, we discovered that she worships the goddess Shar. We need to make sure she doesn’t hide anything from us anymore.”

After you rescue the druid Halsin and kill all the goblin leaders, Khalsin will offer to travel to the Moonrise Towers through the Underdark. He also mentions that there is a group of Chosen Shar in the Underdark that Shadowheart is interested in.

Traveling to Grimforge, Shadowheart will notice that some of the bodies belong to Shar’s justiciars. Keep traveling with the girl, protect her from Laezel and don’t let them kill each other.

If you go to the Cursed Lands, you will learn that the dark curse does not work on Shadowheart. When you visit Grimforge and the Shadowcorrupted Lands, speak to Shadowheart at the camp. You will learn that from Grimforge you can get to a certain ancient temple, which is of interest to Shadowheart.

At some point, Shadowheart will tell you about Shar, and this will begin an additional task as part of the companion’s mission. Once in Rivington, look between Arfur’s mansion and a warehouse in the east for a fire, near which people are standing. Take Shadowheart to the squad to be called by Ferg Droger. Talk to him, let Shadowheart deal with it herself. Ferg will say that she is expected at the House of Sorrows in the Lower City.

Chosen One Shar

Continue talking to Shadowheart and find the Shrine of the Torms north of the House of Healing in the Shadowcorrupted Lands. Apparently, this is the place Shadowheart is looking for. Continue through the storyline of the game until you get to the tomb of the Torms, where you will find the Nightsong. Decide her fate. If you give the Nightsong to Balthazar, Shadowheart’s entire quest will fail and she will leave the party. If you find the Spear of Night in the tomb, you can order Shadowheart to kill Nightsong, and she will become a Dark Justicar and continue to serve Shar. Or you can trust or convince Shadowheart. The girl will turn her back on her goddess Shar and spare Nightsong. The task “Chosen Shar” will be completed.

But you will continue the quest “Daughter of Darkness”. After defeating Ketherik Torm and Apostle Myrkula, talk (if spared) to Nightsong in your camp. If Shadowheart has become a Dark Justicar, Shar will have Othin and Gortash killed. In general, you need to follow the plot of the game. Speak to Maiden Eileen in the camp after moving from Act 2 towards Baldur’s Gate and she will give you Selûne’s Spear of Night. Of course, if the team has Shadowheart (that is, you protected Nightsong from Balthazar).

Githyanki Warrior

This quest starts after you meet Laezel at the beginning of the game and accept her into your party. When you get to the Emerald Grove and, according to the plot of the game, talk to Zorru, this task will be updated. You can save Laezelle from the tieflings at the Ravaged Beach. Assuming she didn’t die in the prologue. In the Druid Grove, the tiefling spotted a githyanki patrol. Let Laezelle put pressure on Zorra and get her approval. Travel to the location of the githyanki patrol. However, they will accuse you of stealing the sacred weapons and attack. After defeating the githyanki, search their bodies for an Exquisite Plate. Use e to find out the location of the nursery.

You will have to move to the mountain pass location (instead of the Underdark or parallel) to find the githyanki’s nursery. After unlocking the first rune circle, you will talk to Laezelle, and the girl will ask you to visit the nursery. Proceed to the cable car and move in the direction of Rosimorne’s Abode. Enter inside in any way, go down to the very bottom and open the door to the basement to find yourself in a manger. Get to the infirmary and talk to the doctor. Let Laezel get in the car. It doesn’t matter if you convince her otherwise or not, but hitting won’t help. If after that you do not deceive the doctor, she will ban you inside the laboratory, and if you try to leave it, all the githyanki will turn into enemies. Therefore, save in advance and make sure that you deceived the doctor, supposedly the parasite in Laezel’s head is dead.

Talk to Laezelle, who wants to visit the Inquisitor. This is best done by handing over the same artifact to the captain on the quest “Uncover the secrets of the artifact”. He will still come back to you. And the captain will remove the fog blocking the path to the inquisitor. Otherwise, everyone will become hostile. When you meet with the Inquisitor, you will have several options to choose from at once. You can not give the artifact, but in this case, the battle will begin. Laezel will still stay with you. You can give the artifact, and then Vlaakith will appear. If you do not obey the will of Vlaakith, Laezel will leave your squad and take the side of the Inquisitor.

In order not to give the artifact and keep Laezel in the squad, choose the last option and say that the artifact protects you from the parasite or the Absolute. But keep in mind, even after you kill the Inquisitor, Vlaakith will appear. If you start saying that the goddess can kill anyone, she will actually do it and kill you. It will be Game Over. If you try to leave the room after being ordered to insert the artifact, you will have to fight everyone, including Laezel.

So, if you obey everyone, you will fall into the Astral Prism. Enter the cave ahead to meet your Guardian. If you go further and try to kill her, it still won’t work. So it’s better to earn the trust and say that no one will die today. Talk to Laezelle, show her that the Keeper has some secret about Vlaakith. Go back and kill the inquisitor. No one was going to let you go, so kill everyone and talk to Laezel to complete the Uncover the Secrets of the Artifact quest.

After visiting the githyanki’s nursery and dealing with the Inquisitor, kithrak Voss will come to you, who awaits a meeting at Baldur’s Gate. At the beginning of the third act, you will visit the Astral Prism, where you will meet the Guardian in his true form (the Emperor) and the captive Orpheus, who cannot be released yet.

During the third act, after a long rest, Vlaakith will appear in the camp. If you completed all the tasks in the manger of the githyanki and Laezel was convinced of the betrayal of Vlaakith, just do not interfere with her, and she will reject her queen.

You will be able to continue the mission in the third act, in the Weasel Sharess brothel in the Young part of Dragon’s Crossing, when you meet with the devil Raphael. Go down to the first floor of the brothel and find Kithrak Voss. He will offer to steal the Orphic Hammer, and will be waiting in the sewers along with the weapon.

To get to the House of Hope, after talking with Helsik, go up to the top floor and find the pentagram on the floor. Read the note received from Helsik. So, you need to correctly position five items. Examine the pentagram. Note that it has one beam. On its top, in a triangle, place the skull. After that, put the coin of Mammon in the circle on the right. Leave the next circle clockwise empty, and then place the diamond. In the circle following the diamond, throw incense clockwise. Finally, throw the infernal marble into the center. The puzzle is solved and you can move to the House of Hope.

As you explore this location, you will discover the following:

  • To the right is a room with many portals leading to different worlds. No, you can’t travel to Neverwinter. But this place explains how the devils manage to move between worlds so quickly.
  • The hatch near the entrance to the room with portals leads to the Prison of Hope. Again, you need the Orphic Hammer to release Hope, so leave that object unattended for now.
  • You cannot yet pass through the magical curtain into the boudoir, but soon such an opportunity will appear.
  • There is an infernal gem hanging on the wall. Make a 10 Wisdom and 20 Intelligence check to enter the chamber of secrets. Inside you can find a very rare Helldust helmet and a very rare staff. You will also notice the Maul contract.
  • Note: if you accepted Raphael’s offer for the Deal with the Devil quest, you will most likely find your contract in this room.

Upon reaching the western part of the House of Hope, you will meet Hope again, who will tell you about the Archivist. Pass skill checks to find out that the Archivist fears Inquisitor Zariel. After that, you can pretend to be an inquisitor, which means that the archivist will not interfere with you. You can pass the test with other social skills, and then the archivist will give an invitation to the boudoir.

There are three stands with three items in the archive:

  • Orphic hammer (legendary), 4-13 damage; advantage on saving throws against spells; weapon enchantment +3. You can’t pick it up right now.
  • Amulet of Great Health (very rare). Endurance increases to 23 units; advantage on stamina saving throws.
  • Hill Giant’s Gloves of Strength (Very Rare) – Increases Strength to 23. Strength saving throw +1. It was this item that Helsik asked you for if you made a deal with her.

For now, don’t touch anything! To begin with, you need to thoroughly prepare, because from the moment you take any relic, strange things will happen that will lead to a massive battle.

The archivist will give an invitation to the boudoir. You can now pass through the magical veil. Here you will find a pool that allows you to restore all health points, spell slots and charges, as it happens only during a long rest. You will also meet the incubus Harlep, who can have an intimate scene with him (in the form of a female or male tiefling similar to Raphael).

Here is what the meeting with Harlep might end up with:

  • You can let Harlep use your body, but not your mind. Swear allegiance and find out the location of the safe (it is hidden behind the painting to the left of the bed). Harlep will also give you the key to this safe.
  • In addition, you can refuse Harlep’s offer, which will lead to a battle in which imps will join him. Then you can take the key to the safe from the corpse and open it.
  • However, if you give Harlep your heart and soul, you will see a hidden, bad ending to the game.

Open the safe and read the note. You will learn the words to say when interacting with the Orphic Hammer. Before you take the Orphic Hammer, cast invisibility on one of the characters, steal the hill giant’s gauntlets of strength and the amulet of great health. Interact with the Orphic hammer and say the right phrase (something about the heart).

Now, before you go out into the corridor, cast invisibility on the entire squad. Then run as fast as you can to the eastern part of the dungeon, where there is a hatch leading to the prison. Invisibility will allow you to hide from most enemies. To save Nadezhda, you need to go down through the hatch into the prison. It is best to manage the squad members individually.

To free Hope, you need to destroy two crystals by hitting them with the Orphic Hammer. Both crystals are guarded by dangerous guardians, although the imps that surround them are even more dangerous, since they have the spell Otherworldly Explosion. It is able to repel units that can fall into the abyss. Characters with high mobility or those with top-level illithid abilities can use Misty Step to get to the first crystal. Deal with the enemies and break both crystals.

After rescuing Hope, return to the main area and run past all the enemies. Your goal: to get to the starting room. Make sure all the characters are in place before interacting with the portal, because Raphael will appear. With him will be Yurgir, whom you killed at the request of Raphael in Shar’s Challenge. If you pass the DC30 Persuasion check, you can convince Orton to betray Raphael.

Save. By default, Raphael has 666 health and is hard to hit (10% hit chance or less). He is assisted by four Soul Pillars located in the corners of the room. The Devil is also surrounded by his minions, including Corilla.

You need to destroy the Pillars of Souls, and radiant magic is the most effective way to do this. Use an illithid’s black hole to pull most enemies into one spot (requires at least two casts from different characters). If Yurgir has joined you, he will perform a frontal strike similar to Thunderwave, knocking everyone against the wall. It’s also pretty durable, and it has attacks that deplete health (apply poison) over time.

If Will is in the party, cast Hadar’s Hunger to debuff and damage enemies. Continue dealing AoE damage with other casters. Hope has priest spells so she will help with healing.

At 60% of his maximum health, Raphael will switch to Devil Form, allowing him to deal more melee damage. From now on, the battle of attrition will begin. Keep Raphael debuffed with Hadar’s Hunger and pelt with spells, radiant damage, and ranged attacks. After defeating Raphael, you will receive the following legendary items:

  • Helldust Armor – Collect from Raphael’s corpse.
  • Soul Trapping Gloves – You will receive this reward if you save Hope from her prison. They deal 1-10 physical damage with unarmed attacks; restore 10 HP on an unarmed strike once per turn; you can forgo this healing to gain advantage on your next attack roll or saving throw; +2 stamina (up to 20).
  • If Yurgir is convinced, he will become your next ally.

Wizard of Waterdeep

This quest starts after you meet Gale at the beginning of the game and accept him into your party. After several days of traveling with Gale, one night at the camp, he will explain his situation to you and ask you to give him magic items so that he can absorb their Weave. Visit Gale periodically and give him such things in dialogue. Eventually, the orb in Gale’s chest will stop responding to absorbing the Artifact Weave.

After you complete the first act, Elminster will visit you to give Gale a way to control his condition and complete a task from Mystra herself. Or there is an alternative option – if you go to the mountain pass, in the direction of the story marker in the west, you can meet the Wandering Wizard. This is Elminster. Talk to him at the mountain pass and in the camp. Discuss everything with Gale.

Continue through the story part of the game until you find the Nightsong. The quest will update, but all you need to do is continue on to Baldur’s Gate, where the final battle (after many other quests) with the Absolute will take place.

You will learn new details about a certain crown of Karsus in a conversation with the devil Raphael in the third act, on the top floor of the Weasel Sharess brothel in the southern part of Dragon’s Crossing.

When you get to Baldur’s Gate, follow the Magic Supplies store and find Tolna the merchant on the first floor. Ask her about the books. If you pass the persuasion check or something else, you will find out that you can get into the vault through her office. She won’t give you the key, stealing it is also difficult, so just go upstairs and break open the door on the left side. You can use Shadow or invisibility, or get inside with Mist Step. One way or another, closing the door behind you, inspect the office, take the key (optional) and interact with the book on the bookshelves. Enter the portal that appears.

Inside the Vault, go through the door and break down the next one. The vaults of Elminster and Karsus are locked and you can open the Silver Hand door. You need to go through the right doors: Silver Hand, Evocation, Desire. In the room, pull the lever, which will open the door to the Elminster vault. To open the Karsus vault, you need to go through the Silver Hand, Obstruction, Silver doors, disarm the trap and pull the lever. Make sure Gail is on the team. Enter the Vault of Karsus with him and read the Annals of Karsus. In addition, be sure to pick up the book itself, after which you can chat with Gale. He wants to restore the crown of Karsus, but first you need to collect all three Netherian stones (you already took one from Ketherik Torm). Exit the Magic Supplies store to face Elminster.

Blade of the Frontier

This quest starts after you meet Will in the Emerald Grove and accept him into your party. You will meet Will at the main gate of the Druid Grove. After the fight, you can find him in the Druid Grove and recruit him. Help Will eliminate the leaders in the goblin camp (on the “Save the Refugees” quest). As soon as Karlach joins the squad, visit the camp and spend the night to witness the conversation between the heroes. You can reconcile them.

During the party at the camp after the destruction of the goblins and the return of Khalsin, you can talk to Will and convince him to kiss. Keep going through the game. Before going to the Moon Towers, make sure you meet Mizora twice. Once she will endow Will with devilish horns, making her vassal. The second time he will ask you to save the vassal Zariel, imprisoned in the Lunar Towers. You can agree and pass a skill test to convince Mizoru to terminate the contract with Will for completing this task.

When you find yourself in the pits under the Moon Tower, where you need to find Ketherik Torm, a marker will appear. Head north to free Mizoru from the illithid pod. She gives Will freedom, but only after six months of service. By persuasion, you can extract a reward from the devil – the Infernal rapier.

When you get to Serpent Rock Fortress, you can meet Mizoru and renew the quest. To do this, you need to complete the corresponding task “Infiltrate the fortress on Serpent Rock”. At the very end of the southern part is the guard. Talk to Elin. If you received a pass during the “Investigate Suspicious Toys” quest, you can show it. Or pass any checks with the suggested skills to lower the bridge. Also in the mail you can find a report for the Duke of Ravengard, with which you should also be let through. In general, getting here is not difficult if you complete side tasks. And you can also get a pass to the Serpent Rock from the interrogator Valeria if you investigate the murders in the temple of the Open Hand.

Participate in Lord Gortash’s inauguration ceremony, then return to Misora, who is waiting at the entrance to the throne room.

Grand Duke

You will complete this task in parallel with the main quest “Blade of the Frontier” and the storyline of the game. You will meet the Duke one way or another before the battle with Ketherik Torm, and he will be taken to Baldur’s Gate. The Duke is also Will’s father. Keep going through the game until you reach Dragon Crossroads. Take part in the inauguration ceremony of Lord Gortash, and then you can talk to Will’s father, the Duke, and find out that he is infected with a parasite. Chat with Mizora at the throne room, go to the camp and go to bed. In the evening, Mizora will appear with other devils and offer a choice – Will enters into a life contract with her and finds out a way to save his father, or Will refuses, gains freedom, but his father dies. In any case, Will will stay with you and retain his abilities.

In short, disagree! If you advise Will to find freedom, he will regret the loss of his father. After that, the Grand Duke would be doomed to die at some point in the campaign. However, if you find out where he is being held, you can save him without Mizora. You can complete the quests “Save the Gondians” and “Avenge the Iron Hand Clan” to find the Grand Duke.

The second option is to sign a contract after all. Will signs a lifetime contract with Mizora. This will bind Will’s soul to Mizora, and after the story campaign, he will become her slave. Survival ensures that the Grand Duke will help in the future in rebuilding Baldur’s Gate.

Regardless of the decision made, you will not see any drastic changes. Will will still have powers, he will also know where Gortash is holding the duke captive. And you can immediately try to save him, ensuring that his father does not die before your complete victory over the Absolute and the Elder Brain.

If you manage to rescue the Grand Duke from Gortash’s prison, Will’s father will share a secret with the group: a snake lives under Baldur’s Gate. The bronze dragon protects the city, and the hero can summon it for help. Therefore, you can enlist his support to help Baldur’s Gate against the impending threat.

This way, you can save Will’s father even without Misora, but when you do, you will run into her during the attempt to free the Grand Duke. And this, as for me, is the best option for a hero.

Our hot friend

When you go for Karlakh on the “Blade of the Frontier” quest from Will, in a conversation with her you can agree to help. After that, this task will be activated. Karlach itself is southeast of the marker, down the slope, across the river. You need to go through the log. The quest will be in stasis for a long time after you spare Karlah and kill the paladins chasing her. Wait until you get to Baldur’s Gate. Her main enemy is Gortash, who is also connected to the game’s storyline.

Hellfire Heart

This quest is part of the Karlach mission, and you will start it when you deal with the “paladins” and talk to Karlach in the camp (or anywhere else while traveling with her). She needs infernal iron. One can be found in a chest inside the forge in the Dead Village. The chest is located somewhere on a hill in a building with a double door locked by default (a goblin is standing above it).

Travel to the Emerald Grove and talk to Dammon, the local blacksmith. It is important that Karlach be in the squad. As a result of the conversation, Dammon will be able to temporarily repair the Karlach mover, but the solution to the problems will have to be sought in Baldur’s Gate. He can also be found earlier in the Last Light Inn in the Shadowcorrupted Lands, which you will reach if you follow the Moon Towers through the Mountain Pass. For each piece of hellish iron, Dammon will make you pieces of Defective hellish armor. There are three oxen in the smithy by the tavern. Speak with the strange ox and, if you pass the skill check, reveal its true origin. Kill the acid slug to get loot. And on the second floor, you can open the chest to get valuable chain mail.

You can find Hell Iron Pieces in the following locations:

  • An extinct village, in a large forge building, which also houses furs and a furnace. Inside the chest on a hill in the opposite side of the furnace.
  • Find a Trader, Kit the Stonemason, a Doorgar in Grimforge, where you will get from the Underdark in a Dwarf skiff. Buy an item or kill a doorgar.
  • Goblin camp. In Dror Razglin’s cache, which is located above his throne (kill Dror and get the key).
  • Sanctuary of the Zhentarim. It is located northwest of Waukeen’s Refuge. Getting there using Astarion and stealth mode. Move down where you need to – jump. You are interested in the left of the far doors in the cave. Defuse and hack the right chest.
  • Stonemasons Guild. There is another Infernal Iron in the Shadowcorrupted Lands. Travel to the Stonemason’s Guild south of the Last Light Tavern and look for the item on the anvil outside the building.
  • Tomb of the Tormes. You will get here according to the plot of the game, and you will definitely kill Yurgir according to the plot and as part of a side task. Search his corpse to get hellish iron.

Apparently, Dammon will produce infernal armor in parts. At least in the Last Light Tavern, he made three pieces, then I found three more pieces of hellish iron, but there were no options in the dialogue to continue creating the armor. So wait until you visit Baldur’s Gate and talk to him again.

Supreme harpist

If you accept Jaheira towards the end of the second act after the events in the Moon Towers, you can start her personal quest. This will happen in the southern part of the Dragon Crossroads. The penultimate building on the left is a weapons shop. Talk to its owner with Jaheira in your party to get a rusty key. Outside, go up to the second floor to the potions shop. Exit through the door and see another locked door. Follow her down the stairs to open another locked door. This will take you to one of the weapons shop rooms (you can press the button to open the door to the common room of the Dancing Blade). Go downstairs, go to the harpers and silently follow Jaheira, who will give the command to attack. You will take your enemies by surprise. Speak with Jaheira to start the Master Harp Companion Quest. To update the quest, talk to Gerald,

Later, talk to Jaheira and she will tell you that she wants to contact Ninefingers, the leader of the Outlaws Guild. Go down in any way into the sewers. Make sure you bring Jaheira with you. Enter the guild tavern at the marker. Most likely, the door will have to be broken open by Astarion. After that, talk to Ninefingers in her office. Kina will say that she set a trap for Minsk, the same Stone Lord that the Guild is opposing. To find out where the Stone Lord is, read the note next to the bed in the same room as Ninefingers’ workplace, or interrogate her assistant Urtak, who passed through the bar. One way or another, you will find out that the Stone Lord is going to rob the Counting House, and Ninefingers intends to ambush him.