Baldur’s Gate 3 has no shortage of outfits fit for #FashionRolls, but few can compete with the drip that the Wavemother’s Robe has. And, as is expected, if you want it, you’ll have to complete a lengthy questline and face a grand, moral choice that puts your conscience on the line.
But getting a robe isn’t where the excitement ends. In one of Baldur’s Gate 3’s most exciting quest scenarios, you’ll find yourself entangled in a net of innovation, human experimentation, walking fish men, and an underwater prison break. What more could you ask for?
How To Begin The Avenge The Drowned Quest
To begin this quest, you’ll need to venture to the far southwestern corner of the Lower City. Enter the building past the Steel Foundry known as the Water Queen’s House.
You’ll be stopped by Diomira Trellis about a funeral. Choose any dialogue option other than the one to leave and proceed past her into the further room.
Speak with Allandra Grey, the woman presiding over the funeral. She’ll ask you what you’ve brought.
Choose any option other than that you haven’t brought a tribute. Continue the conversation as respectfully as you can manage until you can say:
I’m good at slaying beasts – maybe I could help you.
Ask any questions you’d like and leave the Water Queen’s House.
How To Find A Hint About The Oil Beast In The Harbour
From the Water Queen’s house, continue north to the Harbour Docks Waypoint. On the docks beside the Waypoint, look at the end of the path to see two individuals scrubbing the docks.
Speak with the man in the blue shirt, Gowlan. Ask him any questions you’d like about the oil he’s scrubbing.
It turns out he’s the one who found the girl who drowned in the harbor. He’ll point you in the direction the oil leads to: Flymm Cargo.
Flymm Cargo is directly across the harbor from this point.
To reach it, you’ll need to go around the harbor on the north side.
How To Enter Flymm Cargo
There are multiple ways to enter Flymm Cargo. You can:
- Lockpick the door on the west side, ground floor.
- Go through the Counting House and exit the door near the second security desk (must sneak past the guards outside).
- Jump onto the Flymm Cargo roof on the east side.
We recommend the roof access since it bypasses guards and puts you in a favorable position to not get caught by the beasts inside.
There is an alternative, very roundabout, and time-consuming method that bypasses the creatures in this warehouse and the warehouse entirely. You can skip this entire following section by entering through a secret path in the Lower City Sewers.
Near several grease mephits, you can find a hole in the grate wall labeled “A greasy, smelly climb up…”
On the roof, run across to the south side of the building and jump from the southwest corner (the lowest point of the roof) onto the metal fire escape. Lockpick the door and enter the warehouse.
Five monstrosities are prowling the warehouse floor. Sneak in and take them out from your high vantage point.
Once all the beasts are dead, you can begin exploring the cargo house.
At first glance, there isn’t much to find here. However, on a successful Perception check, you’ll notice something beneath a stack of crates in the northwest corner of the warehouse.
Move the crates to the side to reveal a hatch leading to an area below the building. Open and enter.
How To Find The Oil Monster Under Flymm Cargo
As you enter the new chamber beneath Flymm Cargo, do not worry about enemies for now. Explore freely and loot whatever catches your fancy.
Venture straight through the:
- Detention Block
- Machine Parts Storage
- Subaquatic Deck
One Infernal Iron is on the ground in the Machine Parts Storage area. It’s directly ahead of the door as you enter the area from the Detention Block and resting slightly to the right of the path.
In the subaquatic deck, you’ll see a dwarf man walking in the center of the room. Speak with him.
The quest here splits with an important choice:
- You can kill the dwarf man outright.
- You can warn him of the Umberlee worshippers.
- You can have him take you to the Iron Throne.
Choosing the first two options will end the quest, with the first granting you the Wavemother’s Robe when you tell Allandra Grey what has happened.
Wavemother’s Robe: Very rare clothing. 10AC (+1). Wearer has resistance to Fire and Cold damage and can cast Create or Destroy Water for free once per long rest. The wearer also heals 1d4HP at the start of their turn if standing on a water surface.
However, if you do not have him take you to the Iron Throne, you will not be able to enter it. It is a prison with several valuable prisoners that you should attempt to save.
Taking this option does not close out the questline. However, you must convince him through two Deception or Intimidation checks to allow you on board.
Once you’ve returned from the Iron Throne, Allandra Grey will appear and demand you hand the dwarf over to her for judgment.
- If you refuse to hand over the dwarf, Allandra Grey and the Umberlee followers will ambush you. You must kill them all.
- If you accept, the quest will end. Allandra Grey will give you the Wavemother’s Robe. Everyone will leave peacefully.
Either way, the quest will end at this point, allowing you to take all your spoils and any freed prisoners back to the surface.
RELATED: Baldur’s Gate 3: Iron Throne Prison Walkthrough