The Arcane Tower of Baldur’s Gate 3 is a place southwest of Underdark. Your task here is to reactivate the dilapidated magical building, our guide shows how it works.
Here’s the deal: In the first act of Baldur’s Gate 3, you will sooner or later “stumble” upon a tower in Underdark, called the Arcane Tower or also the Ruined Tower. As at least the former name suggests, that it’s a magical structure, however, it has its best days behind it. You can change that by reactivating the tower, but how exactly can you do that? The following guide will help you find out.
How to Solve the Arcane Tower in Baldur’s Gate 3
The Arcane Tower is located in the southwest of Underdark. You can basically just enter it, but the building is protected in several places by Arcane Cannons. These things are quite unpleasant, as they shoot over anyone who even comes close to them without warning.
So you need to disable the Arcane Cannons, but how do you do that? Well, for now, you and your party have no choice but to take a few hits. This is because deactivating the magic guns is only possible by means of a generator on the second floor, and unfortunately it doesn’t make it quite as easy for you to switch to offline mode by pressing a button or lever.
- Want to know the purpose of the broken button in the Arcane Tower? Read our guide to find out.
Getting the Sussor Blossoms from the Backyard
Your first destination is therefore the backyard of the tower, where you can find some specimens of the magic-absorbing Sussor Blossoms. You need to throw the blossoms (Sussor Bloom) into the generator, but one at a time. From the area entrance of the Arcane Tower, just walk straight ahead; you will see then an arcane cannon on the left and a staircase on the right.
Run up there under the fire of the cannon and enter the tower through the big door. You can create mirages (Gale) or effigies (Shadowheart) before you start running, but they will quickly be “killed” by the turrets. In the room behind the door you can already see the upper part of the generator on the right.
You can’t do anything with it, though, so leave the room up to the left – there’s a door to the balcony. At the latest, while you open the door, the nearby cannon will burn you, unless you try again with illusion spells and have some luck.
Outside on the balcony your way leads you over several large mushrooms down to the left. “You” in this case means either a wizard from your party (Gale), Astarion, or Shadowheart. Gale may already have a teleportation spell that can make the climb easier, while Astarion should be equipped with a Potion of Featherfall. His advantage over Gale is that he is natively talented at picking locks. Shadowheart does a good job there, too. Either way, you’ll have to pick a lock down in the backyard.
- What’s the purpose of the lever in the highest floor of the Arcane Tower? Click here to find out.
Once at the bottom, follow the path to a withered tree with apparently magical leaves. At its roots you’ll find Sussor Bloom, which you’ll take. Now turn around and run straight ahead towards another door. It’s locked, so pick the lock.
Activating the Arcane Tower
In the room behind the broken door you will find the generator. Interact with it to open a combination menu. Now drag and drop the Sussor flowers into the free space on the right; this way you throw the flowers into the generator. Since they absorb magic, they drain the generator of its magic energy and the cannons go into deep sleep.
And more: In a short film sequence you will see how all the fire bowls of the Arcane Tower are ignited and the magic returns to the building. This completes the activation. If you now run up the stairs in the same room, you can teleport your cronies to the elevator or waypoint there.