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Baldur's Gate 3 Arcane Tower: How to Restore Power and Find Every Secret
Deep within the Underdark's southwest reaches lies one of the most atmospheric locations in Baldur’s Gate 3: the Arcane Tower. Once the home of Lenore de Hurst, a cleric of Mystra, the structure now stands as a mechanical tomb guarded by lethal automated defenses. Navigating this tower is a rite of passage for Act 1 players, offering some of the best early-game loot and a haunting narrative told through scattered notes and poetry.
Successfully exploring the tower requires more than just brute force. You will need to manage environmental puzzles, understand the properties of anti-magic flora, and potentially engage in a battle of wits with a mechanical guardian. This breakdown covers the most effective ways to bypass the defenses and secure the treasures hidden within the basement.
Neutralizing the Arcane Turrets
As you approach the coordinates (X:-4, Y:-29), the first obstacle is the perimeter defense system. Two Arcane Turrets guard the main entrance, while two more wait inside the foyer. These constructs have high sturdy defenses and can quickly shred a low-level party.
There are three primary ways to deal with these turrets:
- Lightning Damage: The turrets are vulnerable to lightning. A well-placed Witch Bolt, Shocking Grasp, or an arrow of lightning can temporarily disable or destroy them. Using a character with high movement, like a Rogue or Monk, allows you to dash between cover to get within range.
- Anti-Magic Field: Sussur Blooms, found near the Sussur Tree in the Dread Hollow, emit an anti-magic aura. If you throw a Sussur Bloom near a turret, it will be rendered completely inert. This is a non-destructive way to pass if you lack lightning spells.
- Line of Sight and Stealth: The turrets operate on vision. Using the Fog Cloud or Darkness spells effectively blinds them, allowing your party to walk right past. Alternatively, using the 'Hide' action in turn-based mode allows you to stay behind the stone pillars and reach the balcony on the left side of the tower.
Restoring Power to the Elevator
Upon entering the tower, you will find the central elevator is non-functional. To explore the upper levels safely and deactivate the turrets permanently, you must go to the bottom floor to fix the generator.
The most reliable path to the ground floor is through the outside. Exit onto the south balcony (to the left of the main entrance) and look for the large blue mushrooms growing on the side of the cliff. Use a Feather Fall spell or a character with high Strength to jump down these fungal platforms until you reach the garden at the base of the tower.
In this backyard garden, you will find a small tree glowing with blue light. This is a Sussur Tree. Pick up a Sussur Bloom from the ground. Be aware that carrying this flower prevents the holder from casting spells, so give it to a martial character like Lae'zel or Karlach.
Lockpick the back door of the tower (DC 15 Sleight of Hand) or enter through the small pipe hole if you have a familiar or a character in wild shape. Inside, locate the large mechanical furnace in the center of the room. Interact with it to open the combine menu, insert the Sussur Bloom, and click 'Combine'. This restores power to the entire tower, lighting the candles and activating the elevator.
Level-by-Level Treasure Map
With the power on, you can use the elevator buttons on the floor to move between the five levels of the tower. Each floor contains specific items necessary for quests or high-tier combat builds.
The Greenhouse (First Floor)
If you are pursuing the quest "Help Omeluum Investigate the Parasite," this floor is your primary objective. You will find Tongue of Madness and Timmask Spores growing in the planters here. Additionally, look for the "Threadbare Book" on a shelf; reading it is essential for the peaceful interaction with the tower's guardian later.
The Entrance (Second Floor)
This is where you likely first entered. The most notable item here is the Chest of the Mundane located on the northern balcony. Historically, this chest turned all items put inside into lightweight cups and plates, acting as a weight-reduction tool. While later updates have adjusted its behavior, it remains a unique magical curiosity. Passing an Arcana check reveals its true nature, containing Mystra's Grace (boots that grant Feather Fall).
The Bedroom (Third Floor)
This level holds the key to the tower’s lore. On the desk, you will find the book "The Roads to Darkness." Reading this provides a specific dialogue line for the guardian.
There is also a hidden interaction here: a button on the wall near the bed. If you have found the Dog Collar from the grave in the Dread Hollow (X:-40, Y:-210) and have it equipped as an amulet, pressing this button will dispense a steak. This is a touching nod to Lenore’s pet, Myrna.
The Roof (Fourth Floor)
On the top floor, you will meet Bernard, a magical construct. Unless you want a very difficult fight against several animated armors, you should interact with him using the poetry lines found in the books throughout the tower.
The Poetry of Bernard
Bernard responds to specific phrases from the plays and books found on the lower floors. Depending on what you say, he will offer different rewards:
- "Or art thou friend, a rescue from my lonely wake?": Bernard becomes peaceful and recognizes you as his master.
- "How can I trust? How shall I ever know? / How can I show myself, my darkest me?": Bernard will walk to a table and pick up the Guiding Light ring. This ring is the key to the secret basement.
- "These empty sheets are all that’s left of you. / The last of all the thoughtless gifts you gave.": Bernard will give you a Potion of Greater Healing.
- "The silence stretches on – I’m all alone. / Please, can I hold your hands, for just a while?": Bernard will offer a hug, a rare moment of emotional narrative in the Underdark.
- "There is a light in every living thing. / It’s crawling t’wards the surface to survive.": Warning: This line makes Bernard and all nearby constructs hostile.
If you choose to fight and defeat Bernard, he drops the Light of Creation, a powerful halberd that deals additional lightning damage but carries a chance to stun the wielder unless they are a construct.
Unlocking the Arcane Tower Basement
Many players leave the tower after meeting Bernard, missing the most valuable loot in the building. To find the basement, equip the Guiding Light ring you received from Bernard (or looted from his body).
While wearing the ring, stand on the elevator and look at the floor buttons. A new, hidden button for the "Basement" will appear. Pressing this will take you to the very bottom of the structure, below the generator room.
Key Basement Loot:
- Staff of Arcane Blessing: This is arguably the best staff for a Cleric or Wizard in Act 1. It enhances the Bless spell, providing an additional 1d4 to saving throws and weapon attack rolls, and a massive 2d4 to spell attack rolls. For a party relying on high-impact spells like Guiding Bolt or Scorching Ray, this staff is a game-changer.
- The Sparkswall: A ring found in a chest that makes the wearer immune to Electrocuted and resistant to Lightning damage. This is perfect for builds using the "Lightning Charge" gear set found throughout Act 1.
- De Hurst’s Diary: Provides final context on Lenore’s fate and her relationship with the Archmage she was waiting for.
The Club of Hill Giant Strength
One final secret remains on the top floor. In the corner of the roof, there is a mundane-looking stool called the Stool of Hill Giant Strength. If you sit on it, your Strength score increases to 19. However, the real value comes from breaking it.
If you attack and destroy the stool, it drops the Club of Hill Giant Strength. When equipped in your off-hand (or main hand), this club sets the wielder's Strength to 19 permanently. This is incredibly powerful for Dexterity-based builds, like a Ranger using the Titanstring Bow, which adds your Strength modifier to your damage rolls. By using this club, you can dump your Strength stat during character creation and still hit with massive force.
Strategic Recommendations
When exploring the Arcane Tower, I recommend bringing Astarion for the various high-DC lockpicking checks and Gale or a high-Intelligence character to pass the Arcana checks on the Chest of the Mundane. If you intend to fight Bernard, ensure your party is at least Level 5. The constructs have high physical resistance, so rely on Shatter (Thunder damage) or Heat Metal to disable them.
The Arcane Tower is a microcosm of why the Underdark is so compelling in Baldur's Gate 3. It rewards thorough exploration and reading the environment rather than just clicking through dialogue. By following the poetic clues and utilizing the Guiding Light, you ensure your party leaves the tower with some of the most potent artifacts available in the first chapter of the game.
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