Baldur's Gate 3 Act 3: What Most People Get Wrong

Baldur's Gate 3 Act 3: What Most People Get Wrong

You finally make it. After the claustrophobic dread of the Shadow-Cursed Lands and that grueling climb through Moonrise Towers, the sun is actually shining. The music shifts. You see the span of Wyrm’s Crossing and the towering walls of the city in the distance. It feels like the victory lap, right?

Honestly, that’s the first mistake.

Act 3 isn't a victory lap. It’s a chaotic, beautiful, occasionally broken mess of a sandbox that demands more from your brain (and your CPU) than the rest of the game combined. If you try to play it like Act 1, you’re going to burn out before you even see the inside of the Elfsong Tavern. People call it "overwhelming," and they’re right. But usually, that’s because they’re trying to treat a sprawling metropolis like a linear dungeon.

Why the "Pacing Issue" is Mostly in Your Head

There’s this common complaint that the story falls apart once you hit Rivington. You’ve got the Absolute’s army at the gates, yet you’re suddenly helping a clown find his severed torso. It feels weird. Jarring, even.

But here’s the thing: Baldur's Gate 3 is a D&D campaign. If you’ve ever sat at a real table, you know that the "looming threat" is basically background noise while the party argues about whether to rob a magic shop. Act 3 captures that "end-of-campaign" energy perfectly.

The game stops holding your hand. In Act 2, you had a very clear path: go to the light, find the tower, kill the guy. Act 3 says, "Here is a city. Most people here don't care about your tadpole. Good luck."

The trick is learning to ignore the quest log. If you try to "clear" every icon as you see it, you’ll be level 12 before you even enter the Lower City, and then the stakes feel nonexistent. My advice? Follow the character arcs first. Astarion’s confrontation with Cazador or Shadowheart’s visit to the House of Grief—these are the emotional anchors. The "Find the Letters" or "Save the Gondians" stuff? Do it if it fits your vibe. If not, let it rot.

The Technical Reality in 2026

Let's be real: at launch, Act 3 ran like a slide show. Even now, years later, it’s the ultimate benchmark for your hardware. If you’re playing on a rig that’s starting to show its age, the Lower City will humiliate it.

The sheer number of NPCs "thinking" at once is what does it. It’s not just the graphics; it’s the background simulation. A quick tip that still works today: if your frame rate is chugging, go into the settings and turn down crowd density. The city feels a little lonelier, sure, but it stops your PC from sounding like a jet engine.

Also, if you’ve been playing for six hours straight, restart the game. Memory leaks in the city are still a thing. A fresh boot can magically fix that weird delay where it takes five seconds for a door to realize you clicked on it.

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The Emperor vs. Orpheus: The Choice Everyone Overthinks

This is the big one. The community is still fighting about this in forums. Most players think there’s a "right" moral choice here.

There isn't.

If you side with the Emperor, you’re siding with a pragmatist who has manipulated you since day one. He’s a Mind Flayer. He sees the world in calculations. If you side with Orpheus, you’re siding with a revolutionary who might just replace one tyrant with another.

The nuance people miss is that the Emperor is actually telling the truth about one thing: he will destroy the brain if you let him. He doesn't have a secret "take over the world" plan unless you specifically push him that way. He just wants to survive. On the flip side, freeing Orpheus doesn't automatically fix the Githyanki people. It just starts a different kind of war.

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It’s less about "Good vs. Evil" and more about "Control vs. Freedom." If you’re playing a character who values loyalty and results, the Emperor makes sense. If you’re playing a rebel, you break those chains.

Small Details You Probably Walked Right Past

  • The Cemetery: Don't just run through. Bring Karlach to her parents' graves. It’s one of the most heartbreaking scenes in the game and it has zero impact on the main plot, which is exactly why it’s so good.
  • The Rats: Talk to them. Specifically the ones in the sewers. Larian loves hiding plot hints in animal dialogue.
  • Tara: Gale’s Tressym is hanging out on the rooftops. You can trade her fish for actual magical items. It’s adorable and highly efficient.
  • The News: Go to the Gazette office. You can actually "edit" the next day's newspaper to change how the city perceives you. If you don't, they might run a hit piece that makes every guard in the city suspicious of you.

How to Actually Finish Act 3 Without Losing Your Mind

If you're feeling the "Act 3 burnout," stop trying to be a completionist. This act is a buffet, not a mandatory five-course meal.

Focus on your party members. Their endings are what you’ll remember anyway. The political maneuvering between Gortash and Orin is fine, but the real heart of the game is seeing if Gale can finally stop being an arrogant wizard or if Astarion can find a way to live without being a monster.

Your next move: Head to the Elfsong Tavern and rent the top floor. Having a permanent, fancy home base in the city changes the mood completely. It stops feeling like you're camping in the dirt and starts feeling like you've actually arrived. Once you're settled, pick one companion quest and follow it to the end before looking at the map again.

Don't overcomplicate it. Just be a citizen of Baldur’s Gate for a while. The brain isn't going anywhere.