Key takeaways
- Abandoned Refuge is a subarea of Grymforge, not a synonym for the entire Grymforge map.
- It contains the Underdark – Ancient Forge waypoint, the practical fast-travel point for the Adamantine Forge route.
- The area has two Mithral veins, and the game provides only enough Mithral Ore for two Adamantine Forge crafts.
- The Adamantine Chest on the lava island contains the Sentient Amulet, beginning or advancing the Help the Cursed Monk and Talk to the Sentient Amulet content.
- Much of the Refuge is vertical Jumping, Feather Fall, Misty Step, flight and movable platforms can bypass or simplify several routes.
- The Refuge contains fixed encounters with Animated Armour, Magma Mephits and a Lava Elemental, but it is not itself the main duergar-and-gnome settlement where Nere’s cave-in occurs.
About this guide
Base-game guide. Act One. Major spoilers for Grymforge, the Adamantine Forge, Nere and the Sentient Amulet.
Overview
The Abandoned Refuge, also called the Ancient Forge, is a location within Grymforge, in the Underdark. It is not the whole of Grymforge, and it should not be confused with the Adamantine Forge, which is a connected but separately named location to the south-east. The Refuge forms the broken, lava-filled approach to the forge and includes several vertically arranged ruins, trapped galleries, Sharran remains, Mithral veins and the route towards the inaccessible Ancient Temple visible across the chasm.
The area is easy to misread because the game’s map, waypoint naming and elevation changes do not present it as one tidy dungeon. The lower Grymforge settlement leads into the Refuge, while the Refuge itself extends over several connected platforms and upper galleries. Its north-eastern reaches also include the route towards Philomeen’s hiding place, a part of the wider Grymforge complex that is sometimes treated separately in walkthroughs.
What counts as the Abandoned Refuge?
The Abandoned Refuge is the southern and elevated portion of Grymforge, centred on the ruins and lava channels between the main duergar work area and the Adamantine Forge. The location is also called the Ancient Forge, particularly in relation to its waypoint. The Adamantine Forge is reached from it, but the forge arena and its boss encounter are best treated as a separate child location rather than folded into every description of the Refuge.
This guide uses Abandoned Refuge for the ruined, lava-exposed area around the Ancient Forge waypoint and for the connected upper and lower routes that lead through it. It treats the main Nere settlement and the Adamantine Forge as neighbouring parts of Grymforge, while still covering activities that require travelling between them.
Included subareas
The following are useful practical subdivisions rather than all being separate map locations:
Ancient Forge waypoint area
This is the central arrival point for the southern ruins. A skeleton nearby carries the Dark Justiciar Mask, while the surrounding platforms lead towards the Adamantine Forge, Mithral veins and the lava island.
Lower lava platforms
These are the basalt and masonry islands below and around the waypoint. They contain the Mithral veins, the Lava Elemental patrol and routes towards the Adamantine Forge.
Crumbling lava island
A broken island west of the Adamantine Forge holds a locked Adamantine Chest containing the Sentient Amulet. The island’s perimeter is patrolled by a hostile Lava Elemental.
Upper trapped gallery
This elevated route is reached after progress through Grymforge, particularly after dealing with the rubble blocking access to the upper level. It contains blast mines, trapped beacons, marble pressure plates, gargoyle statues, a broken bridge and a movable platform.
Merregon’s hideout
A locked room off the upper gallery contains skeletons associated with a captured Harper and a Sharran inquisitor. The room’s evidence and the Undelivered Letter connect to the nearby Harper stash puzzle.
Ancient Temple vista
The ruins overlook an inaccessible temple complex. This is not a second explorable Act One dungeon. The distant structure is associated with the Gauntlet of Shar, which becomes reachable only later through the Shadow-Cursed Lands in Act Two.
North-eastern Grymforge approach
The wider Refuge/Grymforge boundary is not perfectly consistent between map labels and player guides. The north-eastern passages include access towards Philomeen’s hiding place, commonly given around X -536, Y 464. Treat this as a connected Grymforge branch rather than assuming that every room in that route is a separate named Refuge subarea.
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The Refuge is built on the remains of an ancient industrial or religious complex. Stone walkways have collapsed into lava channels, leaving disconnected islands and narrow ledges. The safest route is rarely a straight walk. You will often need to jump between platforms, operate a movable iron platform or approach a destination from a higher level.
The area’s visual identity comes from three repeated features:
North-eastern Grymforge approach
- 01Crumbling masonry, including broken stairs, ruined bridges and skeletal remains.
- 02Lava flows and bubbling pools, which limit movement and make fire resistance valuable.
- 03Ancient Sharran architecture, most visible in the distant temple vista and the Dark Justiciar remains.
Named landmarks directory
The Ancient Temple is a visible but inaccessible Act One vista, not a normally enterable location from the Refuge. The Adamantine Forge is a separate functioning forge area connected by the Refuge’s platforms and movable machinery.
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Named landmarks directory
Reaching Grymforge
The Abandoned Refuge is accessed through Grymforge, which is reached by boat from the Underdark. Once in Grymforge, the southern route is initially obstructed by elevation changes, broken platforms and, depending on the path taken, blocked or trapped passages.
The Adamantine Forge route specifically involves moving through the Refuge’s elevated iron paths and platforms. Game8 describes the route from northern Grymforge as passing the sturdy cave-in, crossing a trap-filled bridge and using lever-operated floating platforms, with spells such as Misty Step providing alternative approaches.
Practical movement options
Do not assume that the apparent shortest route is the intended route. Some destinations are easier to reach by climbing first, then descending with Feather Fall or teleporting across a gap.
Recommended exploration route
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The Abandoned Refuge is not a normal settlement and has no shopkeepers or permanent civilian population. Most living characters associated with it are visitors from the wider Grymforge story rather than residents of the ruins themselves.
Recommended exploration route: steps
- 01Enter Grymforge and resolve enough of the main settlement’s obstruction to reach the upper routes.
- 02Search the trapped gallery before rushing towards the forge. This is where you can find the iron key, scrolls and access to the Merregon’s hideout.
- 03Activate the Ancient Forge waypoint as soon as you reach the southern ruins.
- 04Collect the nearby Dark Justiciar equipment and forge moulds.
- 05Locate both Mithral veins before beginning the Adamantine Forge sequence.
- 06Visit the lava island for the Sentient Amulet, but prepare for the Lava Elemental.
- 07Use the movable platforms to reach the Adamantine Forge.
- 08Complete the forge encounter only after checking that you have the moulds and Mithral you want to use.
Story-associated characters
The main Nere confrontation occurs at the Grymforge cave-in, not in the southern lava ruins. Philomeen’s hiding place is in the connected Grymforge complex and is reached through a north-eastern branch commonly associated with the wider Abandoned Refuge discussion.
Factions and affiliations
The Refuge’s evidence points to several overlapping histories:
There is no functioning law-enforcement or security institution in the Refuge. Its “security” consists of traps, hostile constructs, elementals, mephits and dangerous terrain.
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Fixed or location-linked enemies
The listed numbers are given for Balanced difficulty and should not be treated as universal counts across every difficulty or combat state.
Lava Elemental
The Lava Elemental patrols the area around the crumbling island and its Adamantine Chest. It is the main danger when attempting to obtain the Sentient Amulet. Fighting near lava can turn a manageable encounter into a positioning disaster, especially if a party member is knocked from a basalt platform.
Magma Mephits
Magma Mephits are dangerous mainly because of their numbers, ranged pressure and the risk of fighting near lava or narrow platforms. Their presence makes it unwise to split the party casually during exploration.
Animated Armour
Animated Armour is associated with the forge route and ancient mechanisms. These enemies are a warning that the Refuge is not merely abandoned scenery. Search the surrounding ruins carefully rather than treating every construct as a random ambush.
Environmental hazards
The upper gallery is specifically described as an obstacle course involving gargoyle statues, trapped beacons and marble plates. A broken bridge can be crossed with movement magic or enhanced jumping, while an Orb of Darkvision nearby can provide Darkvision for ten turns.
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The Adamantine Forge
This is the Refuge’s central practical purpose. The forge requires:
There are only two Mithral Ore pieces available, meaning the party can produce only two Adamantine items in the base game. Choosing which moulds to use is therefore permanent for that playthrough unless the player reloads.
Available moulds
The mould list is a directory of moulds associated with the location and forge route, not a promise that every mould is located on the same platform or in the same room.
Help the Cursed Monk
The Sentient Amulet on the lava island is associated with Help the Cursed Monk. It can also lead into Talk to the Sentient Amulet. The item is inside a locked Adamantine Chest on the broken island west of the forge, at approximately X -624, Y 224.
The chest is not simply free treasure. Reaching it requires negotiating the lava platforms and dealing with the Lava Elemental patrol.
Talk to the Sentient Amulet
The Sentient Amulet is a speaking quest item with its own story content. Pick it up before leaving the area if you intend to complete the associated chain during Act One. The chest’s location is easy to overlook because it sits away from the direct Adamantine Forge route.
Grymforge and Nere
The central Grymforge story involving True Soul Nere, the trapped gnomes and the duergar is technically centred in the broader Grymforge settlement rather than the southern Refuge. Nevertheless, players normally explore both areas during the same visit, and the Refuge’s upper routes become available through progress in the wider Grymforge complex.
Do not assume that clearing the Refuge resolves the Nere storyline. The cave-in, gnome situation and duergar power struggle remain separate objectives.
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Equipment and consumables
The Dark Justiciar Mask can be found on a skeleton near the Ancient Forge waypoint, around X -606, Y 282. The Dark Justiciar Helm is on skeletal remains north-east of the waypoint and south of the heavy splint mould, around X -595, Y 310.
The two Merregon Halberds are near skeletons on lesser basalt islands close to the cavern walls, around X -600, Y 199 and X -646, Y 217.
Upper-gallery finds
The letter provides a clue relevant to the Harper Stash chest. A broken stone railing near X -592, Y 428 can be used as a descent point, although the drop should be handled with Feather Fall, Misty Step or another safe movement method.
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1. Secure the waypoint
Once you reach the southern ruins, activate Underdark – Ancient Forge. This prevents a dangerous return journey if the party is defeated while fighting the elemental or exploring the forge route.
2. Search the waypoint’s surrounding skeletons
Inspect the skeletons and nearby platforms for Dark Justiciar equipment and other fixed loot. The Mask is close to the waypoint, while the Helm is further north-east. Be careful not to confuse scenery visible across a gap with a reachable platform.
3. Explore the upper gallery
Before activating the forge, return to the upper levels and deal with the traps methodically.
The upper route rewards careful exploration, but there is no need to rush across it.
Recommended approach
- 01Send a character with good Perception ahead.
- 02Toggle turn-based mode if traps are difficult to time.
- 03Disarm visible pressure plates and beacons.
- 04Check both sides of the broken bridge.
- 05Use Misty Step, Feather Fall or enhanced jumping rather than forcing a dangerous walk.
- 06Collect the Scroll of Invisibility and Iron Key.
- 07Enter the Merregon’s hideout and read the Undelivered Letter.
4. Collect the Mithral Ore
Mine or otherwise break both Mithral veins. Confirm that the ore has entered the party inventory before beginning the Adamantine Forge sequence.
Because there are only two pieces, decide which two items are most useful to the party. Heavy armour and shields are common priorities, but the best choice depends on the characters and equipment already available.
5. Visit the lava island
Cross to the crumbling island west of the forge. Open the Adamantine Chest to obtain the Sentient Amulet, then prepare for or avoid the Lava Elemental as appropriate.
If the elemental is already nearby, do not send a single character across alone unless you have a reliable escape plan. The island’s terrain makes a conventional melee fight riskier than it first appears.
6. Reach the Adamantine Forge
Use the iron platforms and levers to move through the southern route. One lever changes the platform’s height while another moves it forward. The exact sequence can feel awkward because the platform does not always stop where the camera suggests it will.
Movement spells can bypass parts of the route, but ensure that at least one party member reaches and activates the Ancient Forge waypoint before committing to the forge encounter.
7. Use the two forge crafts carefully
Place a mould and Mithral Ore into the forge, operate the mechanism and complete the encounter. Repeat for the second item if desired.
Do not spend both pieces until you have checked the moulds you have collected. The forge’s two-ore limit means that a missing mould or accidental choice can prevent the item you actually wanted.
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The lava-island chest
The Sentient Amulet chest is one of the most commonly missed rewards because it is not on the straight route to the forge. It is west of the forge on a separate rubble island, rather than beside the waypoint or forge mechanism.
The distant Ancient Temple
The architecture visible across the chasm can look like an entrance to another Act One dungeon. It is instead a view towards the Gauntlet of Shar, which becomes accessible in Act Two through the Shadow-Cursed Lands. Do not waste time searching the Refuge for a normal door into the temple.
The upper-level shortcut
The upper gallery’s broken sections can often be bypassed with flight, Misty Step, Feather Fall or Enhanced Leap. This is particularly useful if traps have already damaged the party or if the player wants to reach the lower side of the gallery without retracing the main route.
The Philomeen boundary
Philomeen’s hiding place is connected to the broader Grymforge complex and is sometimes listed under Abandoned Refuge guides. Because the map labels and guide conventions do not always draw the same border, treat it as a Grymforge-connected branch rather than as proof that every north-eastern room belongs to the central Refuge.
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Is the Adamantine Forge part of the Abandoned Refuge?
It is immediately connected and reached through the Refuge, but it is best treated as a separate location within the larger Grymforge complex. The Refuge is the approach, ruin field and lava-platform area; the Adamantine Forge is the dedicated crafting arena.
How many Adamantine items can I make?
Two. The area contains two Mithral Ore pieces, and each completed item consumes one.
Where is the Sentient Amulet?
It is in a locked Adamantine Chest on the crumbling lava island west of the Adamantine Forge, approximately X -624, Y 224.
Is the Ancient Temple accessible in Act One?
Not as a normal explorable destination from the Refuge. It is a distant view associated with the Gauntlet of Shar, which is reached later in Act Two.
Do I need to defeat every enemy before using the forge?
No. Some enemies can be avoided, bypassed or handled after collecting nearby items. However, the Lava Elemental and the lava terrain make the Sentient Amulet chest risky to loot without a plan.
Does clearing the Abandoned Refuge resolve Nere’s quest?
No. Nere’s cave-in and the duergar-and-gnome conflict are part of the wider Grymforge storyline. The Refuge contains routes and connected content, but the central Nere encounter remains a separate objective.
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Sources
- Abandoned Refuge - bg3.wiki — bg3.wiki
- Talk:Abandoned Refuge - bg3.wiki — bg3.wiki
- Dark Justiciar Mask - bg3.wiki — bg3.wiki
- Adamantine Chest - bg3.wiki — bg3.wiki
- Grymforge - bg3.wiki — bg3.wiki
- Grymforge Maps and Points of Interest | Baldur's Gate 3 (BG3)|Game8 — game8.co