Locationmajor

Iron Throne

The Iron Throne is a timed rescue location in Act Three of Baldur’s Gate 3.

Importancemajor

Key takeaways

  • The submersible is the only safe route in and out It is reached beneath Flymm Cargo in Grey Harbour Docks.
  • The rescue timer begins when the party docks The normal limits are 8 turns on Explorer, 6 on Balanced, and 5 on Tactician or Honour. Anyone still inside when the countdown ends dies.
  • There are thirteen Gondian hostages, spread across the central area and the east, west and south wings. Obelia Toobin is outside a cell in the southern corridor, while Santoria is tied to a laboratory cot.
  • Duke Ravengard is normally in the eastern wing, but his presence and survival depend on earlier story decisions involving Wyll, Mizora, Gortash and the coronation.
  • Omeluum appears only under certain Act One conditions, principally when the Githyanki Egg quest was not resolved by giving the egg to Lady Esther and Omeluum remains alive.
  • Do not destroy or complete the wrong connected objective first Destroying the Steel Watch Foundry before visiting the Iron Throne makes the prison unreachable, while defeating Gortash first automatically destroys the prison and kills the duke.

About this guide

Spoilers: This guide covers major Act Three story developments, including the fate of Duke Ravengard, Wyll’s pact, the Gondian hostages, Omeluum, Gortash and the Steel Watch Foundry.

Overview

The Iron Throne is a timed rescue location in Act Three of Baldur’s Gate 3. It is an underwater prison and covert command centre built for Enver Gortash beneath the Grey Harbour, near the mouth of the River Chionthar. The prison holds valuable captives, particularly the families of the Gondian workers forced to serve the Steel Watch, and may also contain Grand Duke Ulder Ravengard and the mind flayer Omeluum.

The Iron Throne is not a broad district with several independent buildings. Its full in-game scope is the underwater facility reached by submersible, including the docking and sluice chamber, the central prison, four directional wings, the laboratory area and the prisoner cells within those wings. Flymm Cargo, Grey Harbour Docks, the Lower City Sewers and the Steel Watch Foundry are connected locations, not subareas of the Iron Throne itself.

The prison is one of the most demanding rescue encounters in the game because entering it starts a short, difficulty-dependent countdown. Success depends less on defeating every enemy than on opening cells quickly, splitting the party, protecting the prisoners and returning to the submersible before the facility collapses.

Included areas

The four prison routes branch from the central area. The east and west routes lead to the principal cell wings, the south route leads to the laboratory and test-subject cells, and the north route appears to have been intended for personnel.

Excluded neighbouring locations

These places are directly relevant to the Iron Throne but should be treated as separate locations:

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Excluded neighbouring locations

Excluded neighbouring locations
NameDetails
Flymm Cargothe Lower City building containing the hidden submersible dock.
Grey Harbour Docksthe wider harbour area around Flymm Cargo.
Lower City Sewersan alternative way to discover the route beneath Flymm Cargo.
Steel Watch Foundrythe industrial complex producing the Steel Watch and linked to the Gondian storyline.
Society of Brilliance LodgeOmeluum’s post-rescue destination.
Old Garlow’s Placethe nearby surface area where casualties can wash ashore after the prison collapses.

Finding the submersible

The submersible is moored in the underwater dock beneath Flymm Cargo in Grey Harbour Docks. The party can be led there through several Act Three quests, especially:

The Lower City Sewers also provide a discovery route through the passage named Greasy, Smelly Way Up, at approximately X: -158, Y: 835.

Entering the submersible commits the party to the journey. The submersible travels immediately to the prison, and the party cannot fast-travel or return to camp to rest until the Iron Throne sequence has been resolved.

Finding the submersible

Recommended preparation

Before boarding, prepare the party as though entering a combat encounter, but prioritise movement over damage.

The game allows the party to enter turn-based mode before leaving the submersible. This can be used to apply some limited-duration preparations before the countdown begins. Once docked, use the submersible’s initial safe period to check spells, equipment and consumables.

Progression restrictions

The Iron Throne is highly sensitive to the order in which Act Three objectives are completed.

These outcomes are progression-state conditions, not random variations.

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Progression restrictions

Progression restrictions
Earlier actionResult
Steel Watch Foundry destroyed before visiting the Iron ThroneThe prison becomes unreachable
Gortash defeated before travelling to the Iron ThroneThe prison is automatically destroyed and Duke Ravengard is killed
Wyll’s pact broken, but Mizora not handled correctly at campRavengard may be found dead
Wyll’s pact broken and Mizora has been spoken to at campRavengard can still be rescued, although Mizora may attack him
Githyanki Egg given to Lady EstherOmeluum is not available in the Iron Throne
Omeluum previously killedOmeluum cannot appear

Docking platform and sluice chamber

The submersible arrives at the upper dome of the facility. This chamber is the practical starting point and the only extraction point. The party must return here and climb into the submersible before the final turn expires.

The ladder down leads into the central prison. Characters and hostages are not considered safely rescued merely because they reach the upper chamber. They must climb from the sluice chamber into the submersible.

Central prison

The central area contains the first group of cells and connects to all four directional routes. It contains three Gondian hostages in total: two in separate cells and Obelia Toobin in the southern passage. A Sahuagin guards the central area near one of the cells.

This is usually the best place to split the party. One character can open the nearby cells while the others move directly towards the eastern, western or southern wings.

Eastern wing

The eastern wing contains two Gondian hostages in one cell block and may also contain Duke Ravengard. The duke is in the middle cell of the eastern block, directly east of the ladder leading to the submersible. When his cell is opened, he becomes an attached follower rather than a normal party member.

This wing should normally be handled immediately if the duke is present. He begins with only 35 current hit points when alive, making him vulnerable even before Mizora intervenes.

Western wing

The western wing contains six Gondian hostages, with three prisoners in each of two cells. Two Sahuagin guard this side. Its connecting doors towards the northern and southern routes may be locked and require a high Sleight of Hand check or Knock.

Because six hostages are concentrated here, the western wing is the largest single rescue target. It is also easy to lose time if the party tries to fight every Sahuagin instead of opening the cells and moving the Gondians towards the ladder.

Southern laboratory wing

The southern wing is partly flooded and contains laboratory equipment, test-subject cells and Omeluum’s room. Two Gondian hostages are associated with this area:

The wing initially has no Sahuagin guards, but two emerge from underwater during the second turn. The water here does not impose the normal Deep Water difficult terrain effect, but the southern wing is still one of the most time-sensitive areas because it contains Omeluum at its far end.

Northern route

The northern corridor appears to have been reserved for Iron Throne personnel. It is not a major hostage cluster, but it forms part of the facility’s escape geometry and may be useful for routing characters between the central area and the western wing.

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Grand Duke Ulder Ravengard

Duke Ravengard is the most important story captive in the Iron Throne. His presence depends on the sequence involving Wyll and Mizora.

After the coronation at Wyrm’s Rock, Mizora can reveal that Ravengard is being moved to Gortash’s underwater prison. Wyll may accept a new pact with Mizora, but he does not have to do so in order for the duke to be rescued. The important requirement is that Mizora and her witnesses are dealt with at camp before the party travels to the prison.

When Ravengard is freed after Wyll breaks his pact, Mizora applies Fiendish Obeisance: Kneel and summons explosive spiderlings beside him. The duke can be protected with fire resistance, healing, Sanctuary, Invisibility, defensive effects or rapid movement. Omeluum’s teleportation ability is particularly effective if Omeluum is also rescued.

If rescued, Ravengard later remains at camp and can become an ally for Gather Your Allies. He also directs the party towards Ansur, Baldur’s Gate’s guardian dragon, if Wyll is present for the relevant conversation.

Named character directory

Cirrus and Feena are not normally residents of the prison. They are associated with the camp-stage resolution of Mizora’s offer and are listed here because their presence affects the duke’s condition.

Omeluum

Omeluum is held in the south-western laboratory area, restrained to a surgical bed. It must be freed with the Help action. After being released, it becomes a temporary attached ally with the ability Teleport to Submersible, allowing it to teleport itself and another ally back to safety.

Omeluum’s presence depends on the outcome of Steal a Githyanki Egg. If the egg was given to Lady Esther, or if Omeluum was killed earlier, Omeluum is not available here. If present, its rescue advances Retrieve Omeluum. After the escape, Omeluum returns to the Society of Brilliance Lodge and gives the party a reward pouch.

Omeluum’s reward pouch

A Mind Flayer Parasite Specimen is also found on a nearby table, and an Opulent Chest beside the laboratory door contains gold and a random Very Rare spell scroll.

Gondian hostages

There are thirteen Gondian hostages in the prison. Their distribution is:

Obelia Toobin is counted among the central group even though she is standing in the southern corridor rather than inside a cell. Santoria is in the southern laboratory area and is tied to a triage cot.

Named Gondian entries

The two western-wing corpses are labelled “Civilian” and do not count towards the rescue objectives or related inspiration.

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Gondian hostages

Gondian hostages
AreaHostages
Central area3
Western wing6
Southern wing2
Eastern wing2
Total13

Sahuagin guards

The Iron Throne is patrolled by hostile Sahuagin of several types. They are generally less dangerous to a high-level party than the environment and the timer, but they can kill prisoners, use nets to restrain characters and spend turns blocking the ladder.

The southern corridor produces additional Sahuagin through Bubbling Emergences. These spawn points become active as the mission progresses, including when characters approach Omeluum’s area. The Sahuagin may prioritise nearby hostages over the party.

Do not waste actions clearing every enemy. Kill only opponents who are directly blocking an escape route or threatening a prisoner who cannot otherwise survive the next round.

Glasshouse doors and levers

The prison cells use Sturdy Glasshouse Doors. Each can be opened by pulling a nearby lever or by lockpicking. The cells have reported Sleight of Hand checks in the DC 21–25 range, but levers are normally faster. Ranged weapon attacks and spells can activate levers from a distance, which is valuable when a character cannot afford to spend movement reaching the mechanism.

The tunnels also contain heavier double Glasshouse Doors. Levers beside these doors can close them, but a closed tunnel door cannot be reopened. This makes them useful for slowing Sahuagin, but dangerous if used before all necessary characters and hostages have passed through.

Heat detectors

Each tunnel contains two heat detectors. Destroying one, or damaging it with fire or force damage, can trigger the doors at both ends of that tunnel and block the route. Oil barrels scattered around the corridors can also cause this effect if they explode. The detectors can be disarmed with a DC 7 Sleight of Hand check.

These devices are both hazards and tools. A party retreating from the west or south can deliberately use the doors to delay guards, but careless area damage can trap rescuers on the wrong side.

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Save the Gondians

The Iron Throne section of Save the Gondians is the central activity. The objective is to release as many hostages as possible and bring them to the submersible before the countdown ends.

Saving the Gondian hostages affects the later Gondian and Steel Watch storyline. The Iron Throne is not the location where the Steel Watch Foundry itself is destroyed, but it is part of the same chain of events.

Rescue the Grand Duke

This quest can be advanced by reaching the eastern wing and opening Ravengard’s cell. The duke’s survival depends on whether the necessary camp conversations occurred and whether Mizora’s intervention is managed.

If Mizora appears, prioritise the duke over nearby ordinary enemies. Protective effects and instant movement are more valuable than attacking the spiderlings.

Retrieve Omeluum

If Omeluum is present, go to the far end of the southern laboratory wing, use Help on the restrained mind flayer and then use Teleport to Submersible to save time. The spell can carry Omeluum and one other ally, making it especially useful for rescuing the character who would otherwise have the longest journey back.

Avenge the Drowned

The servants of Umberlee can provide a route into the Iron Throne storyline. Omeluum can also contact the party after docking if the party is involved with the relevant Gondian or Umberlee quest lines.

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There is no single mandatory order, but this route is reliable for a party using movement spells and ranged attacks.

Before docking

  1. 01
    Recruit a party with strong mobility.
  2. 02
    Prepare Haste, Dimension Door, Misty Step or Arcane Gate if available.
  3. 03
    Carry healing and fire resistance.
  4. 04
    Put ranged weapons or attack spells on characters who may need to activate levers from a distance.
  5. 05
    Enter turn-based mode before leaving the submersible.
  6. 06
    Check that Wyll’s storyline and Mizora’s camp conversation are complete if you want to save Ravengard.
  7. 07
    Confirm that Omeluum is actually eligible to appear.

On the first turn

A party that remains together usually loses too many turns crossing the central area.

On the first turn: steps

  1. 01
    Split the party immediately.
  2. 02
    Send one character east towards Duke Ravengard.
  3. 03
    Send one or two characters west towards the six Gondian hostages.
  4. 04
    Send the remaining character south towards Santoria and Omeluum.
  5. 05
    Open cells with levers or ranged attacks rather than walking around each door.
  6. 06
    Avoid unnecessary combat.

The eastern route

Open Ravengard’s cell and any nearby Gondian cells. If Mizora appears, protect the duke with fire resistance, healing or a defensive spell and move him directly towards the ladder. If Omeluum is available, teleporting the duke can remove most of the danger.

Do not assume that opening the duke’s cell completes his rescue. He must still reach the submersible.

The western route

Open both cells containing three hostages each. Use ranged attacks on levers if the character is already standing in the corridor. Move the Gondians towards the central area rather than stopping to kill every Sahuagin.

The western wing is the most valuable group to save because it contains six hostages, but it also has the greatest potential for pathing delays.

The southern route

Free Santoria, open the southern cell and continue towards Omeluum if it is present. The new Sahuagin emerging in this wing may attack the prisoners, so do not spend too long looting the laboratory.

Use Omeluum’s teleportation as soon as it is safe to do so. It can return itself and one ally to the submersible, allowing the rescued character to spend the remaining turns helping others.

The final escape

Once the prisoners are moving, retreat through the central area. Characters and hostages must climb the ladder into the sluice chamber and then board the submersible. A portrait leaving the initiative tracker can resemble a death animation, but a hostage reaching the ladder is being marked as rescued.

If a character cannot reach the submersible, use:

When the timer reaches zero, the facility collapses and anyone still inside dies instantly. Survivors and casualties may later wash up on the beach south of Old Garlow’s Place.

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Fixed or condition-based items

The Omeluum reward pouch is obtained after speaking with Omeluum at the Society of Brilliance Lodge, rather than automatically from the prison room itself.

Environmental objects

Not every environmental object is a conventional collectible. The doors, levers and detectors are primarily part of the timed rescue mechanics.

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The timer

The timer is the Iron Throne’s defining hazard. Difficulty changes the number of turns available:

The timer begins after docking and the initial arrival sequence. Anyone who has not returned to the submersible when it expires dies instantly.

The timer

The timer
DifficultyTurns
Explorer8
Balanced6
Tactician5
Honour5

Closing the wrong door

Tunnel doors closed by their internal levers cannot be reopened. A door may delay enemies, but closing it before the whole party has passed can strand a character or block the only route to a prisoner.

Triggering heat detectors

Fire and force damage can activate heat detectors. This includes explosions caused by oil barrels. Avoid using large area attacks in narrow tunnels unless the route is already clear.

Gortash’s destruction trigger

Choosing to dock at the Iron Throne after Gortash’s warning causes him to trigger the prison’s destruction. Choosing to leave immediately also results in the building being destroyed and everyone inside dying.

Steel Watch order

Destroying the Steel Watch Foundry before visiting the Iron Throne makes the prison unreachable. If the Iron Throne and the Gondian hostages matter to the playthrough, visit the prison before completing the Foundry’s destruction.

Duke Ravengard’s state

To maximise the chance of rescuing the duke:

The duke can still be saved if Wyll rejects Mizora’s pact, but the rescue must be managed against Mizora’s spiderling attack.

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Duke Ravengard’s state: steps

  1. 01
    Attend Gortash’s coronation.
  2. 02
    Speak with Mizora at camp.
  3. 03
    Take the relevant long rest.
  4. 04
    Travel to the Iron Throne before defeating Gortash.
  5. 05
    Protect Ravengard after opening his cell.

Maximum hostage route

Use this when the priority is saving as many Gondians as possible.

This route gives the western wing early attention because it contains six hostages, but it may leave the duke exposed if the party cannot move quickly.

Maximum hostage route: steps

  1. 01
    Central cells and Obelia Toobin
  2. 02
    Western wing
  3. 03
    Eastern wing and Ravengard
  4. 04
    Southern wing
  5. 05
    Omeluum
  6. 06
    Return to the submersible

Duke-first route

Use this when Ravengard and Wyll’s story are the priority.

This is safer for the duke, especially if Mizora will summon spiderlings, but it may require more mobility to save the western hostages afterwards.

Duke-first route: steps

  1. 01
    Eastern wing and Ravengard
  2. 02
    Central cells
  3. 03
    Western wing
  4. 04
    Southern wing
  5. 05
    Omeluum
  6. 06
    Return to the submersible

Omeluum-assisted route

Use this when Omeluum is present.

Omeluum is not merely another hostage. Its teleport ability can change the route and effectively remove a long return journey.

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The name “Iron Throne” predates the underwater prison. In the older history of Baldur’s Gate, the Iron Throne was an arms-dealing and mercenary organisation operating from a substantial headquarters in the city. Sarevok Anchev and his foster father were connected with its Baldurian branch. The old building’s destruction and later reuse give the Act Three prison its historical connection to the earlier Baldur’s Gate continuity.

In Baldur’s Gate 3, however, the prison is specifically a Gortash-era facility associated with Bane, the Steel Watch project and the hostage-taking of the Gondians’ families. Its underwater location is practical as well as symbolic: it is hidden from the city, reachable only by a specialised vessel and designed to make escape nearly impossible.

The facility’s construction also links several otherwise separate Act Three forces:

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Omeluum-assisted route: steps

  1. 01
    Send the fastest character south.
  2. 02
    Free Omeluum.
  3. 03
    Use Teleport to Submersible to return the rescuer or another endangered character.
  4. 04
    Use the remaining party members to cover east and west.
  5. 05
    Teleport the duke or a stranded hostage if necessary.
  6. 06
    Evacuate through the central area.

Locations and structures within scope

Quest-associated characters outside the facility

Antiope and Waldemar Prinski are associated with the facility’s construction history rather than ordinary residents encountered during the rescue. Blurg and Lady Esther are relevant to Omeluum’s availability but are not Iron Throne inhabitants.

Businesses and connected places

There are no ordinary shops, inns or purchasable properties inside the Iron Throne. The following are neighbouring or connected places and should not be counted as businesses within the prison:

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Businesses and connected places

Inside

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Can I return to the Iron Throne later?

No. The visit is a one-time, time-sensitive sequence. Once the prison is destroyed, the original rescue opportunity is gone.

Can I save everyone?

Yes, with suitable preparation and efficient routing, including the Gondian hostages, Duke Ravengard and Omeluum when all are available. The game does not require the party to defeat every Sahuagin.

Is Omeluum always present?

No. Omeluum’s presence depends on earlier choices involving the Githyanki Egg and Omeluum’s survival.

Does rescuing Ravengard require Wyll to renew his pact?

No. Wyll may break his pact and Ravengard can still be rescued, although Mizora attempts to kill the duke with spiderlings.

What happens if the timer expires?

Characters still inside die instantly and the facility collapses. Casualties may later be found on the beach south of Old Garlow’s Place.

Is the Iron Throne connected to the original games?

The name and historical organisation are connected to the earlier Baldur’s Gate continuity, but the underwater prison in Baldur’s Gate 3 is a new Gortash-controlled facility built around the ruins of the old structure.

Sources