Baldurs Gate 3 Avenge the Ironhands Quest Guide (Act 3)

July 2024 · 6 minute read

Contents

Avenge the Ironhands Quest

If Wulbren was rescued as part of Rescue Wulbren, he appears in Moonrise Towers after Defeat Ketheric Thorm is completed. Here, he can be spoken to and mentions grand plans for the city of Baldur’s Gate. This adds the quest to the quest log, but the bulk of the quest does not commence until Act Three starts.

The gnomes are encountered once the party approaches the checkpoint and answers the Flaming Fist’s questions, having the Steel Watcher scan them.

As the party is about to be arrested as enemies of The Absolute, a group of rebel gnomes pops up and use a Sunflash grenade to disable the machine. The Flaming Fists at the checkpoint give chase, and the gnomes run off somewhere to the east.

The gnome cave location.

The gnome hideout can be accessed by climbing down a set of vines (X:38, Y:26). Climbing down starts a survival check which, if passed, shows a set of footprints leading to the cave.

After entering the cave, a gnome greets the party, stating the boss hasn’t forgotten what they did for him at Moonrise Towers. Wulbren (X:-258, Y:-1084) can be found in the southwestern room, along with Barcus, if he survived.

Wulbren states that the city has gone to hell and that the Gondians are responsible for it. They created the Steel Watchers who are guarding the city.

N.B: First refusing to go with Wulbren’s plan gains an inspiration point from Wyll. Then, talk to him again to accept the plan and get the runepowder bomb.

Investigating the Steel Watch Foundry

The Steel Watch Roof has an entrance.

The Foundry is in the southwestern corner of the Lower City, near the Grey Harbour Waypoint. There are multiple ways into the Foundry – including lockpicking (DC 20) the iron gates (X:-234, Y:-181), entering a vent in Wild Shape form (X:-246, Y:-126), or flying onto the roof and jumping down from an open hatch (X:-295, Y:-135).

There are two Steel Watchers guarding the front entrance – one which patrols the front and western side of the building, and another which stays on the western side near the loading dock. The Steel Watcher patrolling the front can easily be avoided by lockpicking the front gate and door while the Watcher is on the western side.

The Gondian’s Plight

Prinski’s Motivation Sequence and the Motivators allow the Banites to control the Gondians.

Once the Foundry has been entered, a cutscene plays, revealing that the Gondians are being forced to work by Banite cultists, under threat of explosive collars and their families being murdered.

If the party approaches, the Banites move to attack the cultists and bid the Gondians to aid them. It is possible to convince the Gondians to help fight back:

If the first two options are chosen, the Gondians help the party. Otherwise, they are too scared to fight against the Banites and remain hostile until Black Gauntlet Tamia Holzt is defeated.

Upon her death, the Motivator she carries begins to activate and can be deactivated with an Intellect roll (DC 5). After the battle, the Gondians begin to panic and state that their families are being kept hostage.

In order to gain more information, the party must go into the Security Office. The key can be looted off of Tamia Holzt’s body, or lockpicked (DC 15). Only one Gondian is inside – Zanner Toobin, who immediately recognizes the party as intruders.

He explains more about the Gondian’s families being held hostage and beg the party to rescue his daughter. If the party agrees, he will help shut the place down. This begins Save the Gondians.

Forsaking the Gondians

Destroying the Foundry

Save the Gondians does not need to be undertaken to finish Avenge the Ironhands. If the party fails to disable the Motivator and the Gondians die, the party can delve deeper into the Foundry and plant the runepowder bomb.

If the runepowder bomb was not taken, Zanner’s body can be spoken to with Speak with Dead and he provides the code to destroy the Foundry. Otherwise, the party can choose to forsake the Gondians and plant the bomb, killing them in the process.

Going deep within the Foundry, the party needs to sneak or fight their way to the Control Centre Antechamber on the western side of the facility. This leads to a hallway filled with Steel Watcher brains, and the control room beyond.

The Titan

In order to get to the console to disable the Steel Watch and destroy the Foundry, the party must defeat the Steel Watch Titan, a level 12 enemy, and three level 11 Hellfire Watchers.

These must be dealt with to gain access to the Neurociter which controls the Foundry. After the fight, the party can use the code gained from Zanner or plant the Runepowder Bomb.

The Ironhands Arrive

Wulbren and the Ironhands arrive to take down the Gondians.

The Ironhand Gnomes appear once the Foundry explodes to confront any surviving Gondians and congratulate the party. Wulbren states that any Gondians must be killed, as they are a threat to Baldur’s Gate. If Barcus is alive, he interjects that the Gondians are no threat and that Wulbren has been a negative influence on the Ironhands.

Choosing the first option causes Barcus to step up as the new leader of the Ironhand Gnomes, and both the Gondians and the Ironhand Gnomes to become allies to the party.

Choosing the second option makes Wulbren walk away, but promising death on both the party and the Gondians. The last two options make the respective side hostile and a fight ensues.

If none of the hostages were saved from the Iron Throne, Wulbren points out the dead bodies floating in the harbour. If the party had previously told Zanner that they survived, he and the Gondians become hostile and attack the party automatically.

Quest Rewards

More Guides:

ncG1vNJzZmifkaKysbjAsmWtoaCofKjByJ2crGeSlrmlwdGsZKCZpJp6dHnAr5ynn5ViwamxjKKpqKaYlrulv4yqrJ6rpGK0trXDnmSam6RigG%2B006aj