Key takeaways
- Carm’s Garms is a shop-sized location within Wyrm’s Crossing, not a name for the entire crossing or for Rivington.
- It stands on the north-eastern side of Wyrm’s Crossing, opposite Danthelon’s Dancing Axe.
- Carmen Pennygood sells Camp Clothing and numerous dyes, including Rare dyes.
- Naaber’s dialogue chain requires repeated conversations There are twelve class-style performances, with a dog sequence taking the place of a Druid performance.
- Completing Naaber’s sequence normally rewards the Absolute Confidence Amulet.
- If the amulet is pickpocketed before the conversation sequence is completed, Naaber can instead provide the Seemingly Gleaming Ring.
- The building has a ground floor and upper floor, plus a lower tunnel-like space beneath it. It has no conventional cellar.
About this guide
Spoiler warning: This guide covers Act Three shop content, Naaber’s complete dialogue sequence, the relationship between Carmen and Figaro Pennygood, and item rewards. It does not cover the wider quests of Wyrm’s Crossing except where they affect Carm’s Garms.
Overview
Carm’s Garms is a two-storey clothing shop in Wyrm’s Crossing, the Act Three district between Rivington and the Lower City of Baldur’s Gate. It is owned by Carmen Pennygood, a Gold Dwarf tailor and the sister of Figaro “Facemaker” Pennygood, who runs Facemaker’s Boutique in the Lower City. Carmen sells Camp Clothing and a broad selection of dyes, making the shop one of the most useful places in the game for changing the appearance of your party without replacing combat equipment.
The shop is also the setting for one of Act Three’s more memorable comic encounters. Naaber, an overly enthusiastic would-be adventurer, follows the player character around the shop and repeatedly announces a new class identity. Patiently exhausting his dialogue can earn the Absolute Confidence Amulet, or a different ring under a particular theft-related condition.
Although the world map labels the location “Carm’s Garm”, the building’s sign, dialogue and other in-game references use “Carm’s Garms”. This guide uses the latter as the canonical in-game name outside the map-label discrepancy.
Where Carm’s Garms is
Carm’s Garms occupies a building on the north-eastern side of Wyrm’s Crossing. It is directly across from Danthelon’s Dancing Axe, the weapons and armour shop associated with the Harpers. The shop is encountered while travelling through the crossing towards Baldur’s Gate, shortly before the route continues towards Wyrm’s Rock and the Lower City.
Carm’s Garms is a child location of Wyrm’s Crossing. Wyrm’s Crossing itself is a route between Rivington and the Lower City, and contains several separate named sites, including Carm’s Garms, Fraygo’s Flophouse, Danthelon’s Dancing Axe, Sharess’ Caress and Wyrm’s Rock Fortress.
Building layout
Carm’s Garms is a two-storey building. The main shop floor contains Carmen and her merchandise, while the upper level contains further containers and clothing-related material. The location also has a tunnel-like lower space beneath the shop, reached from the exterior wooden walkways of the crossing rather than through a normal cellar entrance.
The upper level and surrounding containers are relevant to players who are willing to steal. Several clothing items can be found in containers around the shop, including upstairs. These are not presented as a separate named stock list and some are randomised clothing finds rather than unique, guaranteed rewards.
Named places within scope
The tunnel is part of the Carm’s Garms building space, but it should not be treated as a conventional cellar. The shop also has no separate named dungeon, combat arena or quest instance.
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Reaching the shop
The shop is available as part of ordinary Act Three exploration. It is not a late-game reward location and does not require completion of the murder investigation, the Iron Throne sequence or the confrontation with Gortash merely to enter. Its stock and characters are therefore worth visiting soon after reaching Wyrm’s Crossing.
A commonly reported map position places the building around X: 16, Y: 134, while individual objects and rewards can have slightly different coordinates. Coordinates are less useful than the visual landmark: the clothing shop opposite Danthelon’s Dancing Axe.
The practical route is
- 01Enter Act Three and reach Rivington.
- 02Follow the road north towards Wyrm’s Crossing.
- 03Continue across the crossing towards the route into Baldur’s Gate.
- 04Look for the clothing shop opposite Danthelon’s Dancing Axe.
- 05Enter Carm’s Garms through the front door.
Suggested exploration route
For a first visit, a sensible route is:
The last step is outside Carm’s Garms’ strict boundaries, but the two sites are so close that they naturally form a single exploration stop. Danthelon’s Dancing Axe is a separate location and should not be counted as part of the clothing shop.
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Suggested exploration route: steps
- 01Enter the shop and speak to Carmen.
- 02Trade before disturbing containers.
- 03Speak to Naaber and begin his repeated dialogue.
- 04Inspect the ground floor for books, letters and shop clues.
- 05Check the upper floor for containers and additional clothing.
- 06Explore the exterior walkways if you want to investigate the lower tunnel.
- 07Visit Danthelon’s Dancing Axe afterwards, particularly if Jaheira is in the party.
Carmen Pennygood
Carmen Pennygood is the owner and trader at Carm’s Garms. She is a Gold Dwarf from Baldur’s Gate and the sister of Figaro Pennygood. Her occupation is tailoring and retail, and her shop sells Camp Clothing and dyes rather than combat armour.
Carmen’s dialogue introduces a family dispute. Both she and Figaro claim the family’s tailoring legacy, but neither thinks highly of the other’s skill. Their father, Julio Facemaker, is dead, and the siblings’ uneasy relationship is tied to the question of who is the better successor to his craft.
A party member can also discuss Figaro with Carmen in the context of the threat against him. This connects the shop indirectly with Act Three’s serial-killer storyline, although Carm’s Garms is not itself a crime-scene location or a required murder-investigation site.
Naaber
Naaber is a young man who wants to become an adventurer but cannot settle on a class. On entering the shop, he begins following the player character and repeatedly initiates conversation. His routine is a parody of class indecision, with each conversation presenting another possible identity.
The class performances are separate dialogue events. You must speak to Naaber repeatedly rather than expecting one conversation to resolve the encounter. A final conversation follows the individual performances, during which he reaches the idea that multiclassing might solve his problem.
Some dialogue choices can produce companion approval, including exchanges connected with the Bard and dog performances. The exact approval responses depend on which companions are present and how the dialogue is handled.
Naaber reward walkthrough
The amulet is the normal reward for patiently completing the sequence. It is a fixed named reward, unlike the random clothing that can appear in containers around the shop.
Theft-related alternative reward
The Seemingly Gleaming Ring is a conditional alternative. If the Absolute Confidence Amulet has been pickpocketed from Naaber before the full dialogue sequence is completed, finishing the conversations can result in the ring instead. The ring grants +1 to Charisma Saving Throws but imposes -1 to Wisdom Saving Throws.
This is not a second reward that can normally be collected alongside the amulet. Treat it as a conditional outcome of stealing the first item before completing Naaber’s routine.
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Naaber reward walkthrough
- 01Speak to Naaber after entering Carm’s Garms.
- 02Continue speaking to him whenever another conversation becomes available.
- 03Exhaust the class performances one at a time.
- 04Include the dog sequence, which occupies the place that might otherwise be expected to belong to a Druid.
- 05Continue through the concluding conversation.
- 06Receive the Absolute Confidence Amulet.
Carmen’s trade inventory
The shop is primarily valuable for appearance customisation. Camp Clothing does not function as ordinary protective armour in the same way as combat gear, so the shop is a good place to improve the visual identity of companions without replacing their equipped armour.
Carmen’s stock is not identical to the clothing found in the shop’s containers. Trading gives access to her merchant inventory, while the upper floor and other containers provide separate opportunities for theft or scavenging.
Buying, stealing and merchant refreshes
Carmen’s shop supports the normal merchant interactions of Baldur’s Gate 3. You can buy items, sell unwanted equipment and use the shop as a convenient Act Three source of visual clothing. Her stock should be checked before assuming that a particular outfit is available in a container, since merchant inventory and world loot are separate.
Players using a theft-focused approach can inspect containers on the ground and upstairs. However, stealing from a shop can trigger reactions depending on line of sight, ownership and whether the act is detected. Save before attempting a large theft if you want to avoid turning a harmless shopping visit into a confrontation.
No evidence supports treating Carm’s Garms as a dye-crafting station. Carmen sells dyes, but the shop does not provide a separate tailoring or dyeing workbench service.
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Fixed or named rewards
Absolute Confidence Amulet
The Absolute Confidence Amulet is the principal reward for completing Naaber’s extended conversation sequence. It is obtained by repeatedly hearing out his attempts to choose a class and finishing the resulting dialogue.
Seemingly Gleaming Ring
The Seemingly Gleaming Ring is an alternative Naaber reward. It is obtained when the amulet has already been pickpocketed from him before the dialogue sequence is completed. Its effects are:
The ring is listed at approximately 45 gold and is classed as an uncommon ring.
Seemingly Gleaming Ring
| Effect | Value |
|---|---|
| Charisma saving throws | +1 |
| Wisdom saving throws | -1 |
Clothing and dyes
The random clothing should not be confused with fixed named collectibles. The exact contents of containers may vary, and available stock can also be affected by the game’s merchant-inventory systems.
Books and written material
The following named written items are associated with Carm’s Garms:
These texts help establish the shop’s tailoring theme and the rivalry between Carmen and Figaro. Ideas for New Outfits is specifically recorded within the shop at approximately X: 25, Y: 144.
Item directory
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Carm’s Garms provides a small but effective piece of Baldur’s Gate’s commercial world. The shop is not merely a generic clothing vendor: it is one branch of a family business divided between two siblings.
Carmen and Figaro both believe they are the rightful inheritors of their late father Julio Facemaker’s tailoring tradition. Carmen regards Figaro’s work as poor and refuses to mend clothes from his shop, claiming they are beyond saving. Correspondence found in the shop indicates that Figaro is similarly dismissive of Carmen’s designs.
This makes Carm’s Garms a useful companion location to Facemaker’s Boutique. The two shops belong to separate districts and are run by separate siblings, but their shared history creates a direct connection between Wyrm’s Crossing and the Lower City.
Related location: Facemaker’s Boutique
Facemaker’s Boutique is not part of Carm’s Garms and should not be merged into this location’s boundaries. It is a separate Lower City shop owned by Figaro Pennygood. Its condition can change in relation to the murder-investigation storyline, while Carm’s Garms remains Carmen’s shop in Wyrm’s Crossing.
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The following places are close to Carm’s Garms but are separate locations:
Danthelon’s Dancing Axe is the most immediate neighbour, positioned across from Carm’s Garms. It is a weapons and armour shop owned by Entharl Danthelon and also fronts a Harper hideout. Its content should not be listed as part of Carm’s Garms.
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Carm’s Garms is not designed as a combat location. There is no named boss, mandatory battle or dedicated hostile faction inside the shop under ordinary circumstances.
The surrounding crossing is more politically and militarily sensitive than the shop itself because it lies near Wyrm’s Rock and the Flaming Fist presence. That wider security situation belongs to Wyrm’s Crossing and Wyrm’s Rock, not to Carm’s Garms as a separate security encounter.
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Before leaving Carm’s Garms, check that you have:
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The family connection is
| Carm’s Garms | Facemaker’s Boutique |
|---|---|
| Wyrm’s Crossing | Lower City |
| Carmen Pennygood | Figaro Pennygood |
| Sister | Brother |
| Camp Clothing and dyes | Clothing boutique and related shop content |
| Mostly a stable shop location | Can be affected by Act Three murder-related progression |
Related location: Facemaker’s Boutique
Is Carm’s Garms in Rivington or Wyrm’s Crossing?
It is in Wyrm’s Crossing, the crossing district between Rivington and the Lower City. Some guides describe it loosely as being near Rivington because that is the route used to reach it, but the location hierarchy places Carm’s Garms within Wyrm’s Crossing.
Is it the same shop as Facemaker’s Boutique?
No. Carm’s Garms belongs to Carmen Pennygood in Wyrm’s Crossing. Facemaker’s Boutique belongs to her brother Figaro in the Lower City. They are connected by family history, not by location or ownership.
How many times should I talk to Naaber?
Speak to him repeatedly until you have completed all of his class-themed performances and the concluding conversation. The sequence covers twelve performances, with a dog performance standing in for Druid.
Can I get both Naaber rewards?
The documented outcomes are conditional. The normal reward is the Absolute Confidence Amulet. If that amulet has been pickpocketed before the sequence is completed, Naaber can instead provide the Seemingly Gleaming Ring. Do not assume both are guaranteed in one ordinary playthrough.
Does Carm’s Garms sell armour?
It sells Camp Clothing and dyes, not a normal armour range. Camp Clothing is primarily for appearance and camp or social presentation rather than replacing a character’s combat armour.
Why does the map say “Carm’s Garm”?
The map label is inconsistent with the building sign and the rest of the game’s naming. “Carm’s Garms” is the form used in dialogue and other in-world references, while “Carm’s Garm” appears as the map label.
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This guide treats Carm’s Garms strictly as the named shop location and its immediately associated building spaces. It does not fold the whole of Wyrm’s Crossing into the article. Neighbouring places, including Danthelon’s Dancing Axe and Wyrm’s Rock Fortress, are listed only as connections.
The available evidence confirms the shop’s owner, layout, merchant role, Naaber encounter, named rewards, written material and nearby relationship to Danthelon’s Dancing Axe. It does not provide a reliable exhaustive catalogue of every possible random clothing item or every individual dye colour available in every game version and merchant state. Those have therefore been described by category rather than presented as a falsely complete item-by-item inventory.
Sources
- Carm's Garms - bg3.wiki — bg3.wiki
- List of locations - bg3.wiki — bg3.wiki
- BG3 Facemaker's Boutique & Carm's Garm Locations: Get Some New Togs! — attackofthefanboy.com
- Carmen Pennygood - bg3.wiki — bg3.wiki
- The Titular City - Baldur's Gate 3 Walkthrough & Guide - GameFAQs — gamefaqs.gamespot.com
- Seemingly Gleaming Ring - bg3.wiki — bg3.wiki
- Facemaker's Boutique - bg3.wiki — bg3.wiki