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Baldur’s Gate 3has no shortage of outfits fit for #FashionRolls, but few can compete with the drip that theWavemother’s Robehas. 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.
RELATED:Baldur’s Gate 3: House Of Grief Guide
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 thefar southwestern corner of the Lower City.Enter the building past the Steel Foundry known asthe Water Queen’s House.
You’ll be stopped by Diomira Trellis about a funeral.Choose any dialogue optionother than the one to leave andproceed 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 optionother than that you haven’t brought a tribute. Continue the conversation as respectfully as you may manageuntil you can say:

I’m good at slaying beasts - maybe I could help you.
Ask any questions you’d like andleave the Water Queen’s House.
How To Find A Hint About The Oil Beast In The Harbour
From the Water Queen’s house, continuenorth to the Harbour Docks Waypoint.On the docks beside the Waypoint, look at the end of the path to seetwo 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 isdirectly across the harbor from this point.
To reach it, you’ll need togo around the harbor on the north side.
How To Enter Flymm Cargo
There aremultiple ways to enterFlymm Cargo. You can:
Werecommend the roof accesssince 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 thatbypasses 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 severalgrease mephits, you can find a hole in the grate wall labeled “A greasy, smelly climb up…”
On the roof,run across to the south sideof the building andjump from the southwest corner(the lowest point of the roof) onto the metal fire escape.Lockpick the doorand enter the warehouse.

Five monstrosities are prowling the warehouse floor. Sneak in andtake them outfrom your high vantage point.
Once all the beasts are dead, you canbegin exploring the cargo house.

At first glance, there isn’t much to find here. However, on a successful Perception check, you’ll notice somethingbeneath a stack of crates in the northwest corner of the warehouse.
Movethe crates to the sideto 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 enemiesfor now.Explore freelyand loot whatever catches your fancy.
Venture straightthrough the:
One Infernal Iron is on the ground in the Machine Parts Storage area. It’sdirectly ahead of the dooras you enter the area from the Detention Block and resting slightly to the right of the path.
In the subaquatic deck, you’ll see adwarf manwalking in the center of the room.Speak with him.

Thequest here splitswith an important choice:
Choosing thefirst 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 mustconvince him through two Deception or Intimidation checksto allow you on board.

Once you’ve returned from the Iron Throne,Allandra Grey will appear and demand you hand the dwarf overto her for judgment.
Either way, the quest will end at this point, allowing you to take all your spoils and any freed prisoners back to the surface.