
Even three years after its release, Baldur's Gate 3 continues to surprise players with layered moral dilemmas that can be gamed with the right preparation. One of the most agonizing moments arrives in Act Three, when the warlock Wyll Ravengard is confronted by his demonic patron, Mizora. She presents a twisted ultimatum: Wyll can walk free from his pact, but the price is his captive father's life. Alternatively, he can sell his soul forever, and Mizora will help rescue Duke Ulder Ravengard from Gortash's underwater prison. For many adventurers, it feels like an impossible bind — love against liberty. Yet a third, hidden path exists. It lets players save both Wyll and his father, then enjoy the priceless sight of a furious Mizora realizing she has been outmaneuvered. This guide lays out every critical step.
The Philosophy Behind the Choice
Wyll has always been defined by sacrifice. The Blade of Frontiers gave up his freedom to protect others, and asking him to once again trade his soul for his father seems like the grim culmination of that destiny. But Baldur's Gate 3 rewards players who refuse to accept false binaries. The secret to the best ending lies in understanding that Mizora does not hold all the cards. She can only threaten Duke Ravengard's life; she does not control his imprisonment. That belongs to Enver Gortash, who has locked the Duke inside the Iron Throne, a terrifying underwater facility. When the critical moment arrives, players must make a seemingly cold choice and then race against time to undo its consequences.
Step One: Choose Freedom When Mizora Offers It
The first decision is the hardest. When Mizora appears during a long rest, she will lay out the terms with her characteristic smirk. Despite Wyll's protests, the player must push him toward accepting his freedom. This is, on the surface, an almost cruel act — Mizora herself looks genuinely stunned. But choosing the pact's dissolution does not seal Duke Ravengard's fate. It simply removes Mizora's assistance. The Duke is still alive inside the Iron Throne, and with precise play, he can be rescued without devilish help. After this conversation, the quest log will update, and the party is now free to hunt down Gortash's secret prison without Mizora's interference. The key is to not lose hope: the Duke is not yet dead.
Step Two: Defuse Florrick's Confrontation
Before plunging into the depths, players must often deal with a dangerous distraction. If Counsellor Florrick has been freed from Wyrm's Rock Prison and is still alive, she will confront the party in the Lower City. Mizora has manipulated her into believing Wyll murdered his father. This encounter can turn lethal if the player cannot persuade Florrick of the truth. High-charisma characters or those with the Detect Thoughts spell should aim for the dialogue options that expose Mizora's deception. Failing the checks forces either Florrick's death or a bitter combat, stealing focus from the rescue mission. A calm, convincing tone is essential — once Florrick stands down, she will return to camp and become a powerful ally later.
Step Three: Locate the Iron Throne
The next phase is pure investigation. The Iron Throne is hidden beneath the city, accessible only via a submarine called Cap. The simplest route is to start the quest "Avenge the Drowned" at the Water Queen's House, a temple of Umberlee in the Lower City. The Waveservants here mourn a priestess killed by a mysterious submersible, and following this lead points the party toward Flymm Cargo. Inside that warehouse, a secret hatch reveals an underground dock. There, players meet Redhammer the pilot. Gortash will chime in via magical transmission, threatening to blow up the Iron Throne the moment the party approaches. Press forward anyway — time becomes the enemy.
Step Four: Sprint Through the Iron Throne
Once the submarine arrives, a countdown begins. Players have a strict number of turns to free prisoners, guide them back to the sub, and escape. Duke Ravengard is held in a cell on the eastern corridor, middle section. To save him, the party must move fast. Preparation is everything. Before departure, cast Longstrider on every party member for extra movement. Inside, use Haste potions or spells, Misty Step for teleportation leaps, and Dimension Door scrolls to cover vast distances. Summonable creatures — elementals, spiritual weapons, or undead — can draw Sahuagin guards away while player characters Dash. Open the Duke's cell with the nearby lever, and take control of him immediately.
Here is where Mizora reveals her final trick. True to her word that "his father will surely die," she appears inside the prison and casts a Command spell on the Duke, incapacitating him. Then she conjures explosive spiders that crawl toward him. This is the moment Dimension Door shines. Another character must grab the Duke and teleport him as far as possible — ideally toward the main hall. From there, dispatch the spiders with area attacks or quick melee, and escort everything back to the sub. Omeluum the friendly mind flayer can also teleport a character and a second person to the submarine instantly if players found him earlier, so rescuing the Duke alongside that quest makes the escape even smoother.
The Gloating Aftermath
When the party returns to camp, Duke Ravengard will seek out Wyll for an emotional reunion. Mizora, furious and humiliated, will appear to acknowledge that she has been beaten at her own game. The dialogue options allow players to rub salt in the wound, and Wyll finally gets to see his father without chains — both literal and infernal. This outcome is not just a personal victory; it shifts the narrative weight of the entire Act Three finale. Wyll remains free, his father alive, and the devil is left fuming. Baldur's Gate 3 continually proves that the best stories come not from the choices the game gives you, but from the ones you discover yourself.