Key takeaways
- Do not confuse the city with its approach Rivington lies south of Wyrm’s Crossing, while Wyrm’s Crossing and Wyrm’s Rock Fortress sit between Rivington and the Lower City.
- The Lower City is the main urban hub It contains most of Act Three’s shops, companion quests, investigations and high-level rewards.
- The Undercity is a separate subterranean region It is reached through the Lower City Sewers and includes the Guildhall, Murder Tribunal and Undercity Ruins.
- The Upper City is not a normal explorable district in the base game References to it, including the city’s wealthy inhabitants, should not be treated as evidence of a complete surface map.
- Steel Watch and Flaming Fist security change how you move through the city The party may use passes, disguises, dialogue checks, stealth, alternate routes or direct confrontation.
- Act Three quests overlap heavily Investigations involving Gortash, Orin, the Steel Watch, the Guild, the Bhaal cult, companion histories and the city’s refugees can alter NPC availability and shop inventories.
About this guide
Scope: Base game of Baldur’s Gate 3, with the city’s playable Act Three districts treated separately from Rivington and Wyrm’s Crossing. The Lower City, its connected sewers and the Undercity are included because they form the main playable urban complex. The Upper City is discussed only as a setting distinction, because it is not a freely explorable base-game district.
Overview
Baldur’s Gate is the largest urban setting in Baldur’s Gate 3 and the main stage of Act Three. It is not a single map. In practical terms, the city sequence is divided into Rivington, Wyrm’s Crossing, Wyrm’s Rock Fortress, the Lower City, the Lower City Sewers, and the Undercity. These areas are connected by story progression, but they have different boundaries, residents, routes, quests and points of no return.
The city proper is represented principally by the Lower City, a dense port-side district filled with homes, taverns, temples, banks, shops, criminal organisations and major companion story locations. The sewers and Undercity extend beneath it, connecting the surface to the Guildhall, Bhaalist strongholds and other hidden areas. Rivington and Wyrm’s Crossing are the approach to the city rather than part of the Lower City itself.
1.1 Rivington
Rivington is the southernmost district in the Act Three approach, located south of Wyrm’s Crossing on the southern bank of the River Chionthar. It contains the Circus of the Last Days, Open Hand Temple, the refugee requisition barn, Sword Coast Couriers and the South Span Checkpoint.
Rivington is where the party first encounters the political pressure surrounding Baldur’s Gate. Refugees are being denied entry, the Steel Watch is scanning travellers and the city’s authorities are treating outsiders as potential threats. This makes the region a useful place to resolve outstanding companion and refugee-related business before entering the city proper.
Named Rivington locations
The South Span Checkpoint is the principal controlled route from Rivington to Wyrm’s Crossing. Its guards can demand proof of entry, money or other forms of compliance, and a Steel Watcher may scan the party afterwards. The consequences depend on the party’s prior actions and whether they are recognised as enemies of the regime.
Named Rivington locations
1.2 Wyrm’s Crossing
Wyrm’s Crossing is the bridge district between Rivington and the Lower City. It contains several businesses and story locations, including Carm’s Garms, Fraygo’s Flophouse, Danthelon’s Dancing Axe and Sharess’ Caress. It is not the Lower City, although it is often treated as part of the wider Baldur’s Gate sequence.
Named Wyrm’s Crossing locations
1.3 Wyrm’s Rock Fortress
Wyrm’s Rock Fortress is a Flaming Fist stronghold on the island between the approaches to the city. It is a separate region, not a building inside the Lower City. The fortress includes an audience hall, prison, upper levels, Gortash’s quarters and access to the Wyrmway.
The main drawbridge may be closed during Gortash’s ordination. The party can gain entry through dialogue, an invitation or alternate routes, including infiltration and movement abilities. Reaching the fortress is the normal step towards opening access to the Lower City.
1.4 The Lower City
The Lower City is the southernmost region of the port-side city and the central urban map of Act Three. It contains the city’s mercantile district, taverns, residences, docks, temples, banks, warehouses, workshops, noble estates and major faction headquarters.
Lower City waypoints
The location directory also records smaller shops, homes and associated subareas that are easy to overlook, including the Knights of the Shield Hideout, Ramazith’s Tower, the Sorcerous Vault, Cazador’s Dungeon, the Cloister of Sombre Embrace, the Iron Throne and the Quarantined Ship.
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Named Lower City locations
- Basilisk Gate Barracks
- Beehive General Goods
- Bloomridge Park
- Chromatic Scale
- Crimson Draughts
- Elfsong Tavern
- Flymm Cargo
- Forge of the Nine
- Grey Harbour Docks
- House of Grief
- Sorcerous Sundries
- Steel Watch Foundry
- Stormshore Armoury
- Stormshore Tabernacle
- Szarr Palace
- The Bibliophile
- The Blushing Mermaid
- The Glitter Gala
- The Lodge
- The Singing Lute
Lower City waypoints
2.1 Recommended entry route
The main objective is not necessarily to fight through every guard. Dialogue, quest rewards, passes, stealth and alternate movement routes can all provide access. If the party has already antagonised Gortash’s government, expect more hostile reactions and fewer uncomplicated conversations.
2.1 Recommended entry route: steps
- 01Travel north from Rivington to the South Span Checkpoint.
- 02Deal with the checkpoint guards and Steel Watcher.
- 03Cross into Wyrm’s Crossing.
- 04Reach Wyrm’s Rock Fortress.
- 05Resolve or bypass the fortress entry restrictions.
- 06Cross the fortress and leave through the North Span.
- 07Activate the Lower City waypoints as soon as possible.
2.2 Moving around the Lower City
The city is vertically layered. Many buildings have cellars, roofs, balconies or concealed entrances. The most useful movement habits are:
2.3 Routes into the sewers
The Lower City Sewers can be entered from several surface locations. Known access points include the Heapside Prison latrine, the Elfsong Tavern cellar through the Knights of the Shield Hideout, Flymm Cargo, the Guildhall entrance, the abandoned cistern beneath Lady Jannath’s Estate and the route through Cazador’s Dungeon once it has been opened internally.
These routes are not interchangeable in practice. Some are convenient for particular quests, some are guarded and some are only available after progressing an associated story.
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3.1 Elfsong Tavern
Elfsong Tavern is one of the most important social hubs in the city. It provides accommodation, camp-related interactions and access to the Knights of the Shield Hideout below. It is also connected to investigations, companion conversations and several visitors who may move there from other regions.
The tavern is a good first stop after entering the Lower City. Speak to staff, inspect the cellar and revisit the upper rooms after major quests. The trader directory records Alan Alyth, Lakrissa and Roveer as associated traders or service providers, with Derryth Bonecloak potentially relocating here depending on events elsewhere.
3.2 Sorcerous Sundries
Sorcerous Sundries is the city’s major arcane shop. It connects to Ramazith’s Tower and the Sorcerous Vault, making it both a commercial location and a major magical dungeon. Rolan, Lorroakan’s Projection and Tolna Tome-Monger are associated with its services and stock.
Search the shop thoroughly before entering the tower. The building contains high-value scrolls and story-critical magical material, and the vault is easy to overlook if the party only follows the main dialogue.
3.3 Counting House
The Counting House is a bank and storage facility on the southern coast of the Lower City. It is tied to the Guild and to the quest involving Minsc, the Stone Lord and the city’s criminal politics. Its guards and vaults make it a location where dialogue, disguise, stealth and combat can lead to very different experiences.
3.4 House of Grief
House of Grief is the public-facing institution of a Sharran organisation. Beneath it lies the Cloister of Sombre Embrace. It is central to Shadowheart’s personal storyline and may become one of the most consequential companion locations in Act Three.
Do not treat it as a normal healing house. Its public identity conceals a hostile religious faction and a substantial encounter below. The Cloister should be entered only after preparing for a large battle and deciding how much of Shadowheart’s story you want to resolve before committing.
3.5 Devil’s Fee
Devil’s Fee is a curio shop run by Helsik. It offers unusual magical goods and provides the route for acquiring the equipment needed to enter the House of Hope. Helsik’s inventory and cooperation are closely connected to the party’s ability to negotiate, steal or complete her requested work.
3.6 The Blushing Mermaid
The Blushing Mermaid is a tavern near the docks and the centre of the investigation into Captain Grisly and the missing child Vanra. Its lower areas connect to the hag-related storyline. The establishment has both ordinary tavern traffic and a concealed criminal dimension, so search behind apparent service areas and inspect the cellar.
3.7 Flymm Cargo and the docks
Flymm Cargo is a dockside warehouse and one of the main access points to the Lower City Sewers and the Iron Throne. It is strongly connected to the Gondian storyline, the Steel Watch and the city’s maritime traffic.
The Grey Harbour Docks and nearby warehouses are useful to explore early, but be careful with quests involving the Iron Throne and Steel Watch Foundry. Some timed or progression-sensitive objectives can become unavailable when the party resolves major parts of Gortash’s plan.
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Flaming Fist
The Flaming Fist acts as Baldur’s Gate’s military and police force. It operates the Basilisk Gate Barracks, Heapside Prison and Wyrm’s Rock Fortress. Its members may be ordinary guards, quest participants or enemies depending on the party’s reputation and choices.
Steel Watch
The Steel Watch is Gortash’s mechanical security force. Steel Watchers patrol the approaches to the city, scan travellers and influence access through checkpoints. Their presence makes direct criminal activity much more dangerous and explains why several quests are designed around sabotage rather than simple combat.
The Steel Watch Foundry is the key location for dismantling this system. The consequences affect Gortash’s political position and can alter the difficulty of later confrontations.
The Guild
The Guild is the dominant criminal syndicate beneath the city. Its headquarters, the Guildhall, lies in the Undercity and functions as a meeting place for gangs, smugglers, dealers and information brokers. It can be entered from the surface through a guarded route or reached through the sewer network.
The Guild is central to the Stone Lord storyline and to the conflict between Nine-Fingers Keene and the Zhentarim-backed opposition.
Cults and hidden factions
The Lower City and Undercity contain several factions that present themselves through respectable institutions:
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The Undercity is not simply another street district. It is the hidden world beneath Baldur’s Gate, containing ruined ancient settlements, criminal headquarters, undead, secret temples and routes to major endgame encounters. It is accessed through the Lower City Sewers.
Named Undercity areas
The Undercity Sewers connect to most of the region’s underground areas, although the Murder Tribunal has its own specific entrance through Candulhallow’s Tombstones. The Tribunal serves as the entry point for becoming an Unholy Assassin and is associated with Sarevok Anchev and the Bhaal cult.
The Undercity Ruins contain the Manslaughter Chasm and the route towards the Bhaal Temple. The bridge across the chasm is an ambush point, with Farslayer of Bhaal Ghislev leading the attack.
Underground traders
Some traders are available only after specific faction outcomes. Echo of Abazigal, for example, is associated with the Murder Tribunal and may depend on the party’s decision to become an Unholy Assassin.
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The Lower City’s named population is unusually large. Many characters are not quest-givers but can still trade, provide rumours, sell newspapers or change location after events.
Named Undercity areas
Verified Lower City traders and service providers
This directory reflects verified trader listings rather than assumptions based on shop names. Several entries are conditional, dialogue-only or dependent on earlier quest outcomes.
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The Lower City supports a large portion of Act Three’s main and companion content.
Verified Lower City traders and service providers
| Location | Named trader or provider | Main goods or service |
|---|---|---|
| Crimson Draughts | Araj Oblodra | Alchemy |
| Felogyr’s Fireworks | Avery Sonshal, Clerk Tamara | Grenades and fireworks-related goods |
| Bonecloak’s Apothecary | Baelen Bonecloak, Derryth Bonecloak | Alchemy |
| The Lodge | Blurg, Omeluum | General, alchemy and special goods |
| The Blushing Mermaid | Bosun Gannet | Camp supplies |
| Forge of the Nine | Dammon | Weapons and armour |
| Flymm’s Cobblers | Dravo Flymm, Sally Flymm | Boots and shoes |
| Facemaker’s Boutique | Figaro ‘Facemaker’ Pennygood, Phlanders Hort | Camp clothing and dyes |
| Stormshore Armoury | Fytz the Firecracker, Gloomy Fentonson | Weapons and armour |
| Devil’s Fee | Helsik | Alchemy, scrolls, weapons and armour |
| Elfsong Tavern | Alan Alyth, Lakrissa, Roveer | Camp supplies and food |
| Beehive General Goods | Oliver Tefoco | General and alchemical goods |
| The Glitter Gala | Omotola | Non-magical jewellery |
| The Bibliophile | Nansi Gretta | Books and rare scrolls |
| Philgrave’s Mansion | Mystic Carrion, Thrumbo | Armour and scrolls, subject to quest state |
| House of Grief | Mirie | Sharran literature |
| Sorcerous Sundries | Rolan, Lorroakan’s Projection, Tolna Tome-Monger | Weapons, armour, scrolls and books |
| Graveyard | Maude | Flowers |
| Stormshore Tabernacle | Vicar Humbletoes | Weapons, armour, consumables and scrolls |
| The Singing Lute | Tender Henk | Camp supplies |
| Chromatic Scale | Thomas C. Quirkilious | Instruments |
Main political conflict
Murder investigation
The murder investigation can alter the availability of victims and targets. If the party waits too long or enters some locations after certain story triggers, NPCs may be abducted, replaced or killed.
Murder investigation
Side quests
The Lower City quest directory includes the major quest clusters above, including the Guild, Bhaal, Mystic Carrion, companion and Iron Throne storylines.
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There is no single mandatory order, but this route reduces backtracking and helps preserve optional content.
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Side quests
Side quests: steps
- 01Enter the Lower City and activate all nearby waypoints.
- 02Visit Elfsong Tavern. Speak to companions and inspect the cellar.
- 03Visit Sorcerous Sundries and note the tower and vault before committing to the wizard storyline.
- 04Search the central streets. Visit Stormshore Tabernacle, Facemaker’s Boutique, Bonecloak’s Apothecary and the smaller shops.
- 05Investigate Baldur’s Mouth and the murder reports.
- 06Explore the docks and Flymm Cargo, but save the most consequential Iron Throne and Foundry decisions until you understand their relationship to Gortash.
- 07Resolve companion locations such as House of Grief, Szarr Palace and Ramazith’s Tower.
- 08Visit Devil’s Fee if you want access to the House of Hope.
- 09Investigate Candulhallow’s Tombstones and the Murder Tribunal when ready for the Bhaal storyline.
- 10Enter the sewers and Guildhall for the Minsc, Guild and Orin-related threads.
- 11Finish major faction preparations before confronting Gortash or Orin.
- 12Return to shops after major victories, since trader inventories and NPC positions may change.
Timed or progression-sensitive situations
Several Act Three events can change when the party enters a building, rests or resolves a major faction objective. The most important precautions are:
Search checklist
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Baldur’s Gate is presented as a city divided by wealth, law and access. The Lower City is commercially powerful but crowded, dangerous and politically subordinate. The city’s respectable institutions coexist with criminal syndicates, cults, smugglers, refugees and hidden magical communities.
The geography also reflects the city’s defensive history. Wyrm’s Rock occupies the central crossing between the southern approach and the city, while the Lower City spreads beyond the northern span towards the river, harbour and city walls. Older Dungeons & Dragons material similarly describes Wyrm’s Rock as a fortress guarding the crossing between the city’s districts, providing useful setting context even though tabletop geography and the game’s map should not be treated as identical.
The city’s older history is most visible below ground. The Undercity contains the remains of earlier settlements and provides a physical expression of what Baldur’s Gate has buried: failed regimes, old religions, criminal networks and dangerous magic.
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The city is central to the wider Baldur’s Gate setting and gives Baldur’s Gate 3 a direct connection to earlier games and Forgotten Realms lore. However, districts and characters are not always represented identically across continuities. The presence of a name in an earlier game, tabletop source or setting book does not establish that the same building, route or NPC has the same function in Baldur’s Gate 3.
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Before leaving the Lower City, check
Sources
- List of locations - bg3.wiki — bg3.wiki
- Lower City - bg3.wiki — bg3.wiki
- South Span Checkpoint - bg3.wiki — bg3.wiki
- Wyrm's Rock Fortress - bg3.wiki — bg3.wiki
- How to Get to Wyrm's Rock Fortress | Baldur's Gate 3 (BG3)|Game8 — game8.co
- Undercity - bg3.wiki — bg3.wiki
- List of traders - bg3.wiki — bg3.wiki
- Undercity - bg3.wiki — bg3.wiki
- media.wizards.com — media.wizards.com