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Find the Nightsong
Find the Nightsong is a large side quest you can accept in Baldur’s Gate 3. This side quest will take you all across the wilderness and into the Underdark and end in an important decision, so this walkthrough will guide you through the various resolutions and the rewards you can get for each during the quest Find the Nightsong in BG3.
How to Start Find the Nightsong
To start the side quest Find the Nightsong, you need to speak to Aradin in the Druids’ Grove. This can be done during his argument with Zevlor if you knock Zevlor out, or if you follow him further into the grove after he finishes his argument. He’ll mention that he and his crew had been exploring in search of the Nightsong, a relic hidden beneath a temple. The issue is that the temple is currently inhabited by goblins, so it’ll be risky to even approach the encampment.
Reaching the Temple
You have a few options to infiltrate the area, you can persuade the goblins to let you in, under the guise of following the Absolute. You can also fight your way through, but there are many, many enemies in the camp, so it’s very risky.
For a surefire way to infiltrate the camp, you’ll want to head to the makeshift prison near the back of the Druids’ Grove, to free the goblin Sazza. If you can successfully sneak her out she will vouch for you at the goblin camp, ensuring your success.
Assuming you’re taking a somewhat diplomatic approach to this quest, upon entering the main building of the camp - the Shattered Sanctum - you’ll soon come across the Goblin Priestess, Gut. If you ask her for healing, she’ll offer to remove the tadpole, as long as you enter her chambers alone. Follow her and her instructions to drink the sleeping potion, after which you’ll wake up bound in chains.
Gut will taunt you, claiming that nothing can save you from ceremorphosis, after which you have an opportunity to escape your chains. If you do, you’ll have to fight Gut and an Ogre, but if you decide to preserve your strength, you’ll be rescued by a mysterious assassin, who has slain both Gut and the Ogre for you. This is an easy way to eliminate one of the three goblin leaders as part of the “Defeat the Goblins” side quest.
Into the Underdark: How to Solve the Stone Puzzle
When leaving the cell, don’t head up the stairs immediately to your left. Instead, continue forward, and take the second left, down a corridor and follow the path into a chapel with 4 circles built into the ground. You need to rotate the circles and move the black dots so they’re all in the circle closest to where you entered. This will cause the wall at the far end to slide open, revealing a path down into the Underdark. There’s also a switch close to the far wall, which requires a successful perception roll to find it. Use this guide if you have trouble solving it on your own.
Head inside to the downward sloping cavern and use the ladder. Once you’ve finished your descent, you’ll find yourself in a fort dedicated to Selune. A minotaur will attack the gate, but some automatic defenses will take care of it. As you enter the massive underground caverns, you'll receive note that the trail has gone cold. You won't pick it up again until Act 2, in the Shadow-cursed Lands.
The Shadow-cursed Lands
When you arrive in the Shadow-cursed Lands, you'll be unable to explore freely. Following the main quest will eventually earn you a lantern or blessing that keeps you safe from the cursed darkness. At this point, you can continue the quest to find the Nightsong. Head west until you've crossed a bridge into Reithwin Town. If you're at the Last Light Inn, the bridges will be south of your location. Once you've crossed into Reithwin Town, you can walk northwest to reach the Grand Mausoleum, where the Nightsong waits.
At this point, you'll need to complete the Gauntlet of Shar, and deal with the demon Yurgir within the Gauntlet to collect four Umbral Orbs. Each trial in the Gauntlet provides one orb, and Yurgir is in possession of the fourth. Additionally, you'll need to collect the Spear of Night in the Silent Library.
Once you have them in your possession, head to the Pedestal of Reckoning just east of the Gauntlet of Shar Teleport Sigil. Place an Umbral Gem inside, then summon the moving platform to take you deeper into the structure. At the next Pedestal of Reckoning you'll need to insert the remaining three Umbral Gems. This opens the way to a glowing pool, the entrance to Shadowfell and the end of this quest.
Warning
Finishing this quest will automatically resolve some other quests. Be sure to complete those quests before completing this one. Quests such as "Find Zevlor," "Find Mol," and "Lift the Shadow Curse" cannot be completed yet, so don't worry if those are the only ones you have left in the region.
When you enter Shadowfell, you'll be impervious to fall damage. Follow the path along the floating islands down to the bottom where the Nightsong awaits. The relic isn't an object, it's a person, and it's up to you whether to free her or kill her.
Choices and Consequences - Should You Kill or Save Nightsong in BG3
You have a big choice to make here, though you need to bring Shadowheart along for this, otherwise you'll be forced to set the Nightsong free. The Spear of Night is unable to kill the Nightsong if Shadowheart isn't the one wielding it. No matter which choice you make, Ketheric Thorm will be rendered vulnerable.
Kill the Nightsong
If you want to kill the Nightsong, simply urge Shadowheart to follow through with her convictions. She will use the Spear of Night to kill the Nightsong. Shar will speak directly to Shadowheart, granting her the role of Dark Justiciar and charging her with cleansing the corruption from her church, starting in Baldur's Gate. This will also cause the protective dome of light over Last Light Inn to shatter, turning the denizens into shadow-cursed undead.
Ketheric Thorm will lose his invulnerability, but many innocent lives will be lost in the process, in addition to potential quests from those NPC's. Stated plainly, this is a more evil option, but if you really want to see Shadowheart become a Dark Justiciar, or if you're roleplaying an evil character, this is the way to go. The characters at Moonrise Towers will immediately be hostile to you for betraying them and Ketheric, and you'll be without outside assistance, so this is also the tougher path to take.
Save the Nightsong
In order to save the Nightsong, you'll need to ask Shadowheart not to follow through with her duty. You'll have a few opportunities to convince her, and it'll get easier the longer the conversation goes. When you succeed, Shadowheart will throw her spear aside, choosing instead to free the Nightsong. As soon as she's free, she'll fly across the Shadow-cursed Lands and head straight for Moonrise Towers to fight Ketheric. Stop by the Last Light Inn to speak with Isobel, who tells you that Jaheira and any other fighters have headed to Moonrise Towers as well. Shadowheart will be cast out by Shar herself, being marked as an enemy to other Sharrans. This is generally the good option, you'll save the people staying at the Last Light Inn, and they'll be able to help you in the fight at Moonrise Towers, making the end of Act 2 a little easier.
Once you've stopped Ketheric, speak to the Nightsong and allow her to stay at your camp. She can teach Shadowheart more about her past. Additionally, you can seek out Lorroakan in Baldur's Gate to ask why he needed the Nightsong in the first place.
The Lower City
When you arrive in the Lower City, you can head west past Baldur's Mouth, and Lorroakan's shop will be just to the southwest. It's a large building known as Sorcerous Sundries, and as you approach you may find Aradin, one of the original men to take on the contract. He still wants to turn the Nightsong in for his reward, but you can deal with him how you see fit.
Once inside, head up the stairs where you'll be confronted by a projection of Lorroakan who presents four portals and asks that you take the one that matches the Nightsong's description. It's unsure if the portal order is consistent, but you need to enter the one beside the plaque that says "The Nightsong is an immortal being, the child of a deity." This will take you directly to Lorroakan's chamber where you can speak with him, informing him of Aylin's presence or claiming that she died. Either way, you can speak to Aylin in your camp and inform her of Lorroakan's intentions. She'll head to the shop to deal with him, and asks for your aid. Return to the shop to witness the confrontation between Dame Aylin and Lorroakan. Here you can make another choice, you can give her up to him, fulfilling the contract and collecting your reward, or you can refuse to let him take her.
Give Up the Nightsong
If you hand her over, you'll have to fight her, but you'll have the help of Lorroakan, Rolan (if he's survived this far) and several of Lorroakan's minions. With Dame Aylin outnumbered as she is, she'll fall in no time. When she falls, you'll receive 5000 gold for your help, and Lorroakan's support when you need it most.
Refuse to Give Up the Nightsong
During the confrontation, you can refuse to hand her over. Rolan takes your side and Lorroakan angrily sets his minions upon you. Lorroakan can be a tough opponent, primarily because he gains passive resistances and buffs from his Myrmidons. It can be tempting to target him, but you should deal with his minions first. Miklaur and Krank have the least health, but they're also not very big threats. Instead, focus on the elemental warriors he summoned at the start of the fight. Together with Rolan and Aylin, you can focus them down in no time, then deal with Lorroakan.
Once he's dead, you can speak with Rolan and Aylin to wrap things up. Rolan pledges to use the tower to aid you when you need it most, while Aylin is thankful to finally be safe.
For more quests in the Lower City area, use the links below: