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Arcane Tower

Baldur's Gate 3 guide · The wizard's tower in the southern Underdark ✓ Checked against sources
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The Arcane Tower is an abandoned residence formerly occupied by the cleric Lenore De Hurst, guarded by magical turrets and animated constructs. Players navigate its defenses to restore power via an engine on the lowest level, collect quest items for Omeluum, and interact with the automaton Bernard. The location is solved by exploring multiple vertical tiers using an elevator powered by a Sussur Bloom.

Region
Underdark
Levels
4-5
Getting there
South-west of the Selûnite Outpost or south of the Decrepit Village, through the passage into the southwestern Underdark and past the outer courtyard (X: -35, Y: -285)
Connects to
Underdark
Related quests
Help Omeluum Investigate the Parasite · Discover the History of Prince Orpheus · Removing the Parasite
Services and people
Bernard
Enemy types
Arcane Turret · Animated Armour

The short version

What matters

  • •Activating the ground floor generator with a Sussur Bloom to restore power to the elevator and permanently disable all Arcane Turrets.
  • •Reciting the proper poetry lines to Bernard to receive Guiding Light and 50 XP peacefully without triggering construct combat.
  • •Equipping Guiding Light to access the secret basement vault holding the Staff of Arcane Blessing and The Sparkswall.
  • •Gathering Tongue of Madness and Timmask Spores from the greenhouse or basement to progress Help Omeluum Investigate the Parasite.

Common mistakes

  • •Walking blindly into the Arcane Turrets without antimagic, Lightning damage, or turn-based dashing, which leads to heavy party damage.
  • •Reciting the wrong poetry stanzas to Bernard on the roof, which immediately provokes him and his Animated Armours into combat.
  • •Overlooking the hidden basement by not equipping Guiding Light on the elevator or utilizing the alternate levers.

What you can skip

  • •Fighting Bernard and the Animated Armours, as every key reward can be acquired peacefully through dialogue lines and Command: Drop.

Walkthrough

The area in the order you play it. Tick things off as you go: they tick off in the checklists below too.

  1. 1

    Bypass the Courtyard Turrets

    When you approach the front entrance courtyard through Torchstalk Gulch, enter turn-based mode to take cover from the automated Arcane Turrets that blast continuous ranged attacks across your path. Rush toward the locked chest at X: 27, Y: -298 in front of the estate to claim Skybreaker before slipping past the defenses. You can exploit the turrets' vulnerability to Lightning damage, obscure their vision with Fog Cloud, or shut them down entirely by placing a Sussur Bloom nearby.

    Tip: Turn-based mode makes it simple to dash between cover without taking repeated turret fire.

    Watch out: Straying out of cover without antimagic or lightning attacks will leave your party exposed to heavy continuous damage.

  2. 2

    Infiltrate the Second Floor Entrance

    Step inside the main entrance on the second floor, taking care to evade or disable the interior turrets. Walk out to the northern balcony to find the Chest of the Mundane, which uses an illusion to hide its true contents. Pick up the chest's items or suppress its field with a Sussur Bloom to reveal the boots Mystra's Grace.

    Tip: Placing a Sussur Bloom next to the Chest of the Mundane instantly dispels its illusion so you can retrieve its gear.

    Watch out: Looting the Chest of the Mundane without dispelling the illusion or pulling the items into your inventory will leave Mystra's Grace hidden as junk.

  3. 3

    Descend the South Wall Mushrooms

    Head out to the exterior south wall where large shelf mushrooms form natural stairs down the tower's facade. Carefully leap across these mushroom ledges to descend directly to the estate's lower grounds. This path allows you to reach the backyard gardens without needing the inactive central lift.

    Tip: Jump or feather fall spells ensure your party reaches the lower garden without taking fall damage across the ledges.

  4. 4

    Power the Ground Floor Generator

    Gather a Sussur Bloom from the garden outside and bring it to the power generator on the ground floor. Insert the bloom into the engine to activate the central elevator and permanently shut down the automated Arcane Turrets throughout the estate. Before taking the lift upward, open the Gilded Chest located halfway between the generator room and the elevator chamber at X: -53, Y: -284 to obtain Uncovered Mysteries.

    Tip: Activating the generator brings the elevator online and completely disarms all Arcane Turrets across the entire estate.

    Watch out: Sussur Blooms emit an antimagic field that prevents spellcasting, so manage who carries them carefully.

  5. 5

    Harvest the Greenhouse Mushrooms

    Ride the elevator up to the first floor greenhouse to forage materials needed for Help Omeluum Investigate the Parasite. Search the indoor planters and harvest patches of Tongue of Madness along with Timmask Spores. Collect these alchemical specimens before riding the lift higher into the estate.

    Tip: Both required quest fungi grow right inside the planters on this level.

  6. 6

    Search the Bedroom Quarters

    Ride the elevator up to the third floor bedroom to study the poetry notes and search the living quarters. Loot the wooden chest resting at the foot of the bed at X: -29, Y: -273 to acquire Mage's Friend, then pick up Orpheus, Prince of the Comet, Part One: Betrayal from the bookshelf at X: -31, Y: -296 to advance Discover the History of Prince Orpheus. If you wear the Dog Collar dug up from Dread Hollow and hit the northeast wall button by the bed, the dispenser drops a Raw Steak.

    Tip: You can decipher the Orpheus slate using Lae'zel, Tir'su Ciphers, or an ability check.

    Watch out: Failing to equip the Dog Collar before pressing the bedroom's northeast button prevents you from receiving the Raw Steak.

  7. 7

    Parley on the Rooftop

    Take the lift up to the fourth floor roof to encounter the construct Bernard and his Animated Armours. Greet him by reciting "Or art thou friend, a rescue from my lonely wake?" to avoid combat and gain 50 XP; answering incorrectly makes the constructs attack immediately. Recite "How can I trust? How will I ever know? / How can I show myself, my darkest me?" to receive Guiding Light, then smash the Stool of Hill Giant Strength behind the Animated Armour at X: -26, Y: -272 to pick up the Club of Hill Giant Strength from the debris. If you fight Bernard or use Command: Drop on him, you can also claim his weapon, the Light of Creation.

    Key fight: Bernard

    Tip: Reciting the friendly poem line avoids a tough battle against Bernard and his Animated Armours completely.

    Watch out: Reciting "There is a light in every living thing..." turns Bernard and his Animated Armours immediately hostile.

  8. 8

    Plunder the Secret Basement

    Equip the Guiding Light ring to reveal a hidden button inside the elevator that descends straight into the basement vault, or reach it by flying through the first floor gap, triggering the hidden fourth floor bookshelf lever, or hitting the lever under the staircase. Search the secret laboratory to find the Staff of Arcane Blessing leaning against a table, along with The Sparkswall inside a gilded chest. Before leaving the tower, you can also harvest extra samples of Tongue of Madness and Timmask Spores from the basement patches.

    Tip: Putting on the Guiding Light ring exposes the hidden elevator button leading right to the vault.

    Watch out: Leaving the Guiding Light unequipped means the elevator will not display the basement destination button.

Choices here

What you decide here and what it leads to.

Bernard's Greeting

Conversing with the construct Bernard upon arriving at the fourth floor rooftop

  • Quote "Or art thou friend, a rescue from my lonely wake?"→ Bernard stays non-hostile and you receive 50 XP
  • Choose any other dialogue reply→ Bernard and the surrounding Animated Armours attack you immediately

Most players pick: Quote "Or art thou friend, a rescue from my lonely wake?"

Commands for Bernard

Talking to Bernard further after a peaceful greeting

  • Recite "How can I trust? How will I ever know? / How can I show myself, my darkest me?"→ Bernard hands over the Guiding Light ring
  • Recite "These empty sheets are all that's left of you. / The last of all the thoughtless gifts you gave."→ Bernard gives you a Potion of Greater Healing
  • Recite "The silence stretches on - I'm all alone. / Please, can I hold your hands, for just a while?"→ Bernard embraces your character
  • Recite "There is a light in every living thing. / It's crawling t'wards the surface to survive."→ Bernard and the Animated Armours become hostile

Most players pick: Recite "How can I trust? How will I ever know? / How can I show myself, my darkest me?"

Wearing the Guiding Light ring unlocks an elevator button leading straight to the basement vault

Checklists

Don't miss 0/1

Items

0/11

Secrets

0/8

Key fights

Bernard

Enemies: Bernard (automaton construct leader) and four Animated Armour minions

Threats: Notable abilities and threats: Bernard deals heavy melee bludgeoning and extra Lightning damage with Multiattack, can cast *Static Discharge* and an electrifying shockwave to damage and stun nearby party members, and can grant temporary hit points to his minions; Animated Armours fire ranged *Force Bow* attacks with knockback and enter melee with slashing damage

Weaknesses and resistances: Weaknesses and resistances: Bernard is resistant to Slashing, Piercing, Bludgeoning, Fire, and Poison damage, and is immune to Lightning damage, psychic damage, and biological crowd controls (charmed, frightened, poisoned); all combatants are Constructs vulnerable to antimagic fields (Sussur Blooms will disable their magical functions/auras or stun them) and susceptible to Bludgeoning and falling

Tactics: Tactics and positions: Position ranged party members and spellcasters on the upper walkway/stairs for high-ground attack advantages, or bottleneck the constructs around the elevator platform doorway; place or throw Sussur Blooms directly adjacent to Bernard and the Animated Armours to shut down their spell abilities and shockwaves, or use *Thunderwave*, *Repelling Blast*, or a high-strength Shove

Rewards: Rewards: Light of Creation (rare halberd), Guiding Light (uncommon ring granting the *Light* cantrip and elevator access to the tower basement), Scroll of Lightning Bolt, assorted automaton scrap/loot.

Enemies

Arcane Turret
Weak to Lightning damage

Defenses that attack on sight with energy blasts; can be deactivated using an antimagic Sussur Bloom aura or by powering the generator.

Bernard
Weak to Sussur Bloom antimagic fieldSteal / drop Light of Creation

Construct guardian that remains peaceful if addressed using lines from poetry books located in the tower.

Animated Armour

Auxiliary constructs flanking Bernard that fight alongside him if provoked.

Tips

  • Drop a Sussur Bloom next to Arcane Turrets to temporarily disable their defensive firing while you navigate to the generator.
  • Read every book, play, and parchment on the shelves throughout the tower to learn dialogue phrases that prevent a hostile confrontation with Bernard.

Not listed for this area: shops and people.

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Facts from bg3.wiki (Arcane Tower, Help Omeluum Investigate the Parasite, Discover the History of Prince Orpheus), written in our own words. Licence: CC BY-NC-SA 4.0 or CC BY-SA 4.0.

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