How to Get to Act 3 in Baldur’s Gate 3 (No Spoilers)
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How to Get to Act 3 in Baldur’s Gate 3
Step-by-Step: Reaching Act 3Act 3 TipsAct 3 is where Baldur’s Gate 3 delivers on every promise made in the first two acts — the city of Baldur’s Gate itself is a masterclass in environmental storytelling and quest density, and the final hours of the game contain some of the most memorable sequences in any RPG. The transition from the Shadow-Cursed Lands to the living, breathing city is one of the most impactful location changes in the game. The key to getting the most from Act 3 is patience: treat every district as its own mini-adventure rather than rushing toward the marked quest objectives. The game rewards thorough exploration with unique items, hidden companion interactions, and narrative threads that only make sense if you’ve paid attention to earlier acts. For players who want to optimize their build for Act 3’s harder fights, the class guide covers the strongest options for the endgame encounters.FAQ
⚡ Quick Answer
Act 2 to Act 3 — What You Must Do FirstTo reach Act 3, complete Act 2 by defeating Ketheric Thorm at Moonrise Towers — first weaken him on the roof, then pursue him into the Mind Flayer Colony below and defeat his Apostle of Myrkul form. After his defeat, follow the story to the Morphic Pool and enter the portal — this takes you directly to Rivington, the entrance to Baldur’s Gate city and the start of Act 3. There is no way to return to Act 1 or Act 2 areas after this transition.
| Step | Location | Notes |
|---|---|---|
| 1. Reach Moonrise Towers | Shadow-Cursed Lands | Via Underdark or Mountain Pass from Act 1 |
| 2. Defeat Ketheric on roof | Moonrise Towers rooftop | Phase 1 — reduce to ~30% HP |
| 3. Enter Mind Flayer Colony | Below Moonrise Towers | Follow Ketheric down after Phase 1 |
| 4. Defeat Apostle of Myrkul | Mind Flayer Colony | Final Act 2 boss — hardest fight in Act 2 |
| 5. Finish all Act 2 quests | Shadow-Cursed Lands | ⚠️ Point of no return — complete before portal |
| 6. Enter Morphic Pool portal | After Mind Flayer Colony | Triggers Act 3 — arrives at Rivington |
1
Complete the Shadow-Cursed Lands and reach Moonrise Towers. Act 2 takes place entirely in the Shadow-Cursed Lands — a blighted region requiring a torch, Lantern of Selûne, or Githyanki Warrior buff to navigate without taking damage. Moonrise Towers is the main hub of Act 2, located in the center of the map. Before pushing to the final boss, complete major Act 2 quests: Lift the Shadow Curse (requires helping Halsin and Art Cullagh), Infiltrate Moonrise Towers for equipment and lore, and Rescue the Tieflings in the towers if they’re still alive from Act 1. These quests lock permanently once you enter the final boss sequence.
2
Prepare for the Ketheric Thorm fight — recommended level 8–9. Ketheric Thorm is the Act 2 final boss and has two phases. Recommended level: 8–9 (level 9 is safer). Stock up on: healing potions, Scrolls of Revivify for downed party members, and any powerful spell scrolls you’ve been hoarding. Ketheric is weak to Radiant damage — position any Cleric, Paladin, or Light Domain spellcaster at the front. In Phase 1 (rooftop), he regenerates HP when in contact with his Aura of Invincibility pillar — destroy the pillars first before focusing him. Reducing him to approximately 30% HP triggers Phase 2 automatically.
3
Follow Ketheric into the Mind Flayer Colony for Phase 2. After reducing Ketheric to critical HP on the rooftop, a cutscene plays and he retreats underground. Follow him through Moonrise Towers into the Mind Flayer Colony beneath. This area has additional enemies and loot — explore thoroughly before engaging the final boss room. Ketheric returns as the Apostle of Myrkul, a massive undead form with significantly more HP and a powerful Necrotic Aura. The fight occurs on a large platform — use the space to spread your party and avoid his area attacks. Destroying the Myrkul manifestations that spawn during the fight reduces his power significantly.
4
⚠️ Point of no return — finish everything in Act 2 before proceeding. After defeating the Apostle of Myrkul, you will have a brief window before the transition to Act 3 triggers. This is your absolute last chance to complete any unfinished Act 2 business. You cannot return to the Shadow-Cursed Lands, Moonrise Towers, the Underdark, or any Act 1 area once Act 3 begins. Key things to do: long rest to level up (you likely hit level 9 or 10 from the boss fight), collect all loot in the Mind Flayer Colony, complete Halsin’s quest if active, and ensure all companion approval events have resolved. Check your quest journal for any incomplete Act 2 markers.
5
Enter the Morphic Pool portal to reach Act 3. After the boss fight and cutscenes, follow the story beats through the Mind Flayer Colony to the Morphic Pool — a large pool of liquid at the deepest level. A portal or story trigger here initiates the Act 3 transition. Your entire party (including any camp followers) transfers automatically. You arrive at Rivington, a shantytown outside the walls of Baldur’s Gate. Act 3 is significantly larger than Acts 1 and 2 combined — Baldur’s Gate city itself is a massive area with dozens of quests, multiple major dungeons, and all the final story beats of the game.
6
What to do first when you arrive in Act 3. Rivington is the gateway to Baldur’s Gate proper. Upon arrival: take a Long Rest immediately to refresh spells and level up if you haven’t already (most players hit level 10–11 entering Act 3). Visit the Circus of the Last Days in Rivington for unique vendors and quests. Talk to all camp companions — Act 3 triggers major companion questlines including Shadowheart’s resolution, Astarion’s culminating choice, and Gale’s goddess revelation. Completing companion quests before pushing the main story gives the most satisfying narrative experience and unlocks powerful companion-specific abilities and endings.
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Do not rush Act 3 — it is the longest and most content-dense act: Act 3 contains more quests, secrets, and endings than Acts 1 and 2 combined. Many players underestimate its length and push the main story too fast, missing significant companion resolutions and unique quest rewards. Spend time exploring Baldur’s Gate city district by district before entering the endgame dungeons. The Lower City, Undercity, and Cazador’s Palace alone contain more content than most of Act 2.
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Level 12 is the max — you hit it partway through Act 3: Baldur’s Gate 3 caps at level 12. Most players reach it about halfway through Act 3. Once at level 12, XP still accumulates but provides no further benefit. Plan your subclass features and multiclass distribution before hitting 12 — you won’t gain additional levels to correct mistakes. Use a Long Rest after reaching level 12 to lock in your final build before the endgame.
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Resolve companion personal quests before entering the endgame area: the endgame of Act 3 locks several companion questlines permanently. Astarion’s ascension or rejection, Shadowheart’s parent quest, Lae’zel’s Githyanki confrontation, and Wyll’s Mizora contract all require completion before the game’s final dungeon. Attempting to do them after entering the endgame sequence may be impossible — check each companion’s quest status before pushing past the Lower City.
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The best class choice matters most in Act 3 boss fights: Act 3 has some of the hardest fights in the game, including multiple legendary enemies and complex multi-phase boss encounters. If your build feels underpowered entering Act 3, use Withers at your camp to respec for free (or a small gold cost) — you can completely change class, subclass, and ability score distribution. This is the last practical opportunity to optimize your build before the game’s hardest content.
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Save frequently and keep multiple save slots in Act 3 — choices are permanent: Act 3 contains the game’s most consequential choices. Companion fates, city faction outcomes, and ending variations are all locked in during Act 3. Keep at least 3 manual save slots at different points so you can revisit major decisions without replaying the entire act. The autosave alone is not sufficient — it overwrites too frequently to reliably recover from decisions made hours earlier.
How do you get to Act 3 in Baldur’s Gate 3?
Defeat Ketheric Thorm in two phases — first on the Moonrise Towers rooftop, then as the Apostle of Myrkul in the Mind Flayer Colony below. After his defeat, follow the story to the Morphic Pool and enter the portal. This transitions you to Rivington, the entrance to Baldur’s Gate city and the beginning of Act 3.
Can you go back to Act 1 or Act 2 after starting Act 3?
No — entering Act 3 via the Morphic Pool is a point of no return. You cannot travel back to the Shadow-Cursed Lands, Moonrise Towers, the Underdark, or any Act 1 area. Complete all Act 2 quests, companion approvals, and item collection before entering the portal. Always do a final sweep of your quest journal before transitioning.
What level should you be for Act 3 in Baldur’s Gate 3?
Most players enter Act 3 at level 9–10 after defeating Ketheric. The recommended minimum is level 9. Act 3 scales to the level 10–12 range — you reach the level cap of 12 about halfway through. If you’re below level 8 entering Act 3, consider grinding more Act 2 encounters before the final boss.
How long is Act 3 in Baldur’s Gate 3?
Act 3 is the longest act — typically 25–40 hours for thorough players, or 10–15 hours if rushing the main story. Baldur’s Gate city alone contains multiple districts each with dozens of quests. Completionists should expect Act 3 to take longer than Acts 1 and 2 combined.