You've finally made it through the Underdark or the Mountain Pass. The sky turned a sickly shade of purple, the air feels like it's trying to rot your lungs, and suddenly your cozy camp vibes are replaced by the constant fear of the Shadow Curse. Honestly, the jump from Act 1 to Act 2 in Baldur's Gate 3 is a massive tonal shift. But here's the thing: Act 2 is surprisingly short if you just follow the main quest. If you rush, you're going to hit a brick wall of difficulty in Act 3 because you're under-leveled and missing some of the best gear in the game.
This act 2 checklist bg3 isn't just about finishing quests. It’s about making sure you don't accidentally lock yourself out of the best storylines before you cross the "Point of No Return" at the Verge of the Shadows.
The Absolute Essentials Before You Get Too Far
First off, fix your light situation. You can't do anything if you're taking necrotic damage every three seconds. Most players grab the Moonlantern from Kar'niss the Drider, but don't just hold it. Talk to the Pixie inside. Dolly Dolly Dolly. If you let her out, she gives you a bell that grants a permanent blessing. This frees up your hand for a shield or a second weapon. It’s a game-changer.
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Next, head to Last Light Inn immediately. This is your hub. You need to talk to Isobel, but be warned—the fight that triggers right after you meet her can end your run if you're playing Honour Mode. If Isobel gets kidnapped, everyone in the inn dies. Every single one. That means Dammon is gone, the Tiefling kids are gone, and Jaheira might even turn on you.
Sorting Out the Tieflings and Wulbren
If you saved the Tieflings in Act 1, they're currently rotting in Moonrise Towers. Well, some of them. You need to rescue them before you deal with the Nightsong. If you enter the Shadowfell before visiting the prison, they all die. Period.
- Rescue Wulbren and the Tieflings: Go to the basement of Moonrise. Don't just kill the guards; give Wulbren his hammer (or any bludgeoning weapon). He’ll break the back walls of the cells. Follow them to the boat.
- Talk to Rolan: He’s drinking himself into a stupor at the bar in Last Light. After you talk to him, he’ll run off into the shadows like an idiot. You have to find him near the southern bridge to the Reithwin Tollhouse and save him from some shadows. If you don't, his siblings won't have a brother, and you lose a powerful ally for the final battle.
Exploring Reithwin Town (The Loot Mines)
Most people think Moonrise is the end of the act. It’s not. It’s actually better to go there early, pretend you’re a True Soul, and buy all the high-end gear from the vendors. Araj Oblodra is there, and she wants your blood. Giving her a vial of blood from each party member gets you some of the most broken potions in the game. If you bring Astarion to her, things get... complicated. It's a huge moment for his personal quest, and depending on how you handle it, he'll either love you or think you're a monster.
The Thorm Siblings
There are three "bosses" in Reithwin that you can actually talk to death. If your Charisma is high, you don't even need to swing a sword.
- Gerringothe Thorm (The Tollhouse): She wants gold. A lot of it. You can trick her into a paradox that makes her explode. If you fight her, keep your gold in camp. She deals more damage based on how much money is in your inventory.
- Malus Thorm (The House of Healing): This guy is pure nightmare fuel. You can convince the sisters to "practice" on him. It’s gruesome, but it saves you a very messy fight.
- Thisobald Thorm (The Waning Moon): He wants to drink. You need to pass several Constitution or Sleight of Hand checks to outdrink him. He’ll spill secrets about Ketheric Thorm’s invulnerability.
Don't Forget the Gauntlet of Shar
The Gauntlet is where Act 2 goes to die—literally. This is the most critical part of any act 2 checklist bg3. Inside, you'll find Balthazar. You can kill him now or later, but doing it now makes the future fight much, much easier.
The Spear of Night
Deep in the Silent Library, there’s a puzzle. "What can silence the Nightsong?" The answer is a book called The Teachings of Loss: The Nightsinger. Put it on the pedestal. You get the Spear of Night. Without this, Shadowheart’s quest basically hits a wall. Whether you want her to be a Dark Justiciar or turn toward the light, you need that spear.
Balthazar’s Secret Room
In Moonrise Towers, in Balthazar’s private quarters, there’s a hidden room behind a bookcase. You need a protruding book and a heart to open it. Inside, you can craft a unique lantern or gain a permanent buff from a ritual circle. It’s creepy, it’s hidden, and most people walk right past it.
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The Lifting of the Shadow Curse
You can finish the game without ever lifting the curse. But why would you? You need to find Halsin’s friend, Thaniel. This involves a whole sub-quest where you find a kid named Oliver in a ruined house. They are two halves of the same spirit.
You’ll have to defend a portal on the beach near Last Light while Halsin goes into the Shadowfell. This is one of the toughest fights for crowd control. Bring Wall of Fire. Bring Spirit Guardians. If that portal breaks, Halsin is gone forever. Once you reunite Oliver and Thaniel, you still have to kill Ketheric to actually see the sun come out, but the groundwork must be done first.
Missable Encounters and Secrets
- The He Who Was quest: There’s a guy with a white raven standing in the woods. He wants you to find a ledger in the Waning Moon. It’s a great piece of roleplaying that explores the "justice" of the Shadow-Cursed Lands.
- The Strange Ox: He’s back at Last Light. Don't kill him. Just talk to him. He has a very weird secret that pays off in Act 3.
- Arabella’s Parents: Remember the kid from the Druid Grove? She’s near the House of Healing. Her parents are inside. It’s a sad ending, but finishing this gives Arabella a place in your camp and eventually a powerful spell.
Final Preparations Before the Point of No Return
When you reach the bottom of the Gauntlet of Shar and see the water, a pop-up will appear. Stop. This is the moment. Once you enter the Shadowfell:
- All active side quests in Act 1 and Act 2 will fail or progress.
- You cannot go back to the Emerald Grove or the Underdark.
- The Tieflings in the prison will die if not already rescued.
- Moonrise Towers becomes a hostile combat zone.
Make sure you’ve visited the githyanki creche if you haven't yet. Even though it's technically Act 1.5, you can still go back there until you enter the Shadowfell. The Blood of Lathander mace is arguably the best weapon for Act 2 because it literally blinds undead enemies just by standing near them.
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Actionable Next Steps for Your Playthrough
To ensure the best possible transition into Act 3, follow this sequence:
- Clear the map: Fog of war is your enemy. Walk the perimeter of Reithwin.
- Trade with everyone: Sell your junk to Dammon and the Moonrise vendors now. You’ll want the gold for the expensive items in Baldur's Gate.
- Finish companion quests: Check your journal. Has Karlach seen Dammon? Has Astarion talked to Raphael outside the Mausoleum?
- Level up: You should ideally be Level 8 or 9 before entering the Shadowfell. If you're Level 6, you’re going to have a bad time with the Ketheric fight.
- Save your game: Create a permanent manual save before clicking "Yes" on that Shadowfell warning. You might realize three hours later that you forgot to save the gnomes, and you'll want that fallback point.
The Shadow-Cursed Lands are oppressive, but they hold some of the richest writing in the game. Take your time. Once you kill the big bad of this act, the world changes, and there’s no going back to the eerie silence of Reithwin.