I’ve played Baldur’s Gate 3’s “Stop the Presses” many times and I’ll explain how it works plainly. You can control a newspaper, blow it up, or force a story—each choice changes who trusts you in the Lower City. I’m speaking from experience: some choices that feel clever won’t work the way you expect, and others that seem risky pay off surprisingly well.
How the quest appears
The quest appears in Act 3 when you can enter the Lower City. Walk into the Baldur’s Mouth Gazette building or talk to people who gripe about the paper and you’ll trigger it. Simple as that. (You can also find pamphlets around the market that mention the Gazette.)
Pro tip: start it early in Act 3 if you want city reactions to change before big encounters.
Where the Gazette sits
Find it in the northwestern Lower City, near Grey Harbour waypoint. From Grey Harbour head east, take the second left, and you’ll see a three‑story building with a big sign and messengers hanging around. There’s a main entrance and a smaller side door for sneaky entries.
| Waypoint | Direction | Landmark |
|---|---|---|
| Grey Harbour | East, second left | Near the Counting House |
| Basilisk Gate | Southwest | Past Sorcerous Sundries |
Who matters inside
Editor Ettvard Needle runs the paper from the second floor. He’s opportunistic, not cartoonishly evil. The receptionist Jelliwig controls access. Reporter Falconer trades info for coin. Estra Stir, the lead printer, is angry and useful if you’re willing to help workers’ issues.
In my experience, convincing a disgruntled employee is easier than browbeating the editor.
Dialogue and outcomes
Talk to staff in different tones. I’ve noticed persuasion and deception open different doors (Persuasion around DC 15, Deception ~DC 16; you’ll see the checks in-game). Here’s a quick example:
// Example tag: [PERSUASION_DC_15] "The people deserve the truth about..."
- [PERSUASION] calm fix
- [DECEPTION] manipulation
- [INTIMIDATION] forces changes
- Openly attacking triggers combat
Why these matter: the dialogue decides whether you alter public opinion, gain an ongoing income stream, or burn bridges that won’t heal. It’s about leverage; you want control points, not just loot.
Combat or stealth?
The building is cramped. Combat tends to be messy and loud—expect guards on multiple floors and casters above. Stealth is about timing: the print room is quieter between 2–4 AM (in‑game time). In my runs, Invisibility spells made the job much easier.
- Stealth: better long-term options, less hostility.
- Combat: quick loot, immediate consequences.
Heads up: destroying the press will anger many NPCs and affect merchants. That said—controversial take—sometimes smashing the press is the most efficient way to remove an enemy network. Depends on your party and goals.
Rewards and city changes
Rewards change with your approach. I’ve seen peaceful manipulation yield steady gold and the Quill of Propaganda (helps with written Deception). Destroying the press gives smaller gold and a melee trophy item. Exposing corruption improves your rep and merchant prices in many cases.
| Action | Typical Reward |
|---|---|
| Manipulate | Gold + steady income + influence |
| Destroy | One‑time loot, hostility |
| Expose | Reputation boost, better prices |
Specifics you can expect: access to plant stories, occasional editorial changes that affect NPC dialogue, and faction reactions throughout Act 3 and beyond. As of 2025 the core mechanics haven’t changed dramatically, though small balance patches adjusted some checks.
Practical tips
- Save before major conversations—this isn’t trivia; it’s leverage.
- If you want the Quill, aim for a peaceful outcome (people underestimate negotiation!).
- Falconer can be bribed—500 gp works often, but there are exceptions.
Oddly enough, the quietest route usually rewards you most. Watch this: help Estra with her grievances and she may quietly sabotage the press later—free leverage (and yes, it feels like pulling a loose thread that unravels a sweater).
Honestly, if you rush in swinging you’ll miss subtler rewards. Between us, patience wins more than power here.
One counterintuitive insight
Smashing the press can gain sympathy from criminal contacts who hated the Gazette—so destruction isn’t always pure chaos. But this doesn’t always work; it depends on your niche and prior choices.
Final note: there’s no single “right” path. I’ve found that the most satisfying runs mix charm, a bit of bribery, and one well‑timed threat. You’ll feel the ripple effects across the Lower City—sometimes gently, sometimes like a wave. Go make the story you want to tell—or stop one. Good hunting!