Locationmajor

Faerûn

Base-game guide, including the prologue, Acts One to Three, optional areas and story-linked special regions.

Importancemajor

Key takeaways

  • Faerûn is the continent, not merely Baldur’s Gate The playable game covers a small western section of it.
  • The main geographic focus is the Sword Coast and the Chionthar corridor, although the game also visits the Underdark, Shadowfell, Astral Plane and Avernus-linked locations.
  • Act One contains two major routes forward the Underdark and the Mountain Pass. They are not mutually exclusive, and a thorough playthrough can visit both before entering Act Two.
  • Act Three is broader than the city proper Rivington, Wyrm’s Crossing, Wyrm’s Rock, the Lower City, the sewers, the Undercity, the Upper City and numerous hidden interiors all belong to the Baldur’s Gate sequence.
  • Progression is state-dependent The grove, goblin leadership, Last Light Inn, Moonrise Towers and many Act Three quests can change or become unavailable after major story decisions.
  • The game’s continuity is its own version of the Forgotten Realms Earlier Baldur’s Gate characters and events exist, but their presentation and consequences should not be treated as a complete map of tabletop Faerûn.

Overview

Base-game guide, including the prologue, Acts One to Three, optional areas and story-linked special regions. Spoilers through the ending.

Base-game guide, including the prologue, Acts One to Three, optional areas and story-linked special regions. Spoilers through the ending.

Introduction

Faerûn is not a single explorable map in Baldur’s Gate 3. It is the continent in which the game’s story takes place, while the playable adventure occupies a comparatively small part of western Faerûn, chiefly the Sword Coast and the lands around the River Chionthar. The game begins away from the surface on an illithid nautiloid, reaches the wilderness east of Baldur’s Gate, passes through the Underdark or Mountain Pass, crosses the Shadow-Cursed Lands, and eventually enters Baldur’s Gate itself.

This distinction matters. “Faerûn” is the setting-level boundary, not the name of one region with a single fast-travel map. Within it are several separate game regions, subterranean areas, planar locations and temporary story spaces. The game’s own material presents Faerûn as the setting of the adventure, while the in-game regional structure divides the journey into areas such as Wilderness, Underdark, Grymforge, Rosymorn Monastery Trail, Shadow-Cursed Lands, Rivington, Wyrm’s Crossing and Baldur’s Gate.

What is not included

The following are part of wider Forgotten Realms or Faerûn lore but are not ordinary explorable regions in the base game:

Some are mentioned by characters, appear in books or are associated with companions, but they are not additional playable regions. Waterdeep, for example, is important to Gale’s history but is not a visitable city during the main adventure.

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The game’s area hierarchy is easiest to understand in four levels:

The community-maintained BG3 Wiki defines a region as a large game area whose locations are connected under one map grouping, usually separated by loading screens. Its act structure lists the Nautiloid for the prologue; Grymforge, Rosymorn Monastery Trail, Underdark and Wilderness for Act One; Shadow-Cursed Lands for Act Two; and Rivington, Wyrm’s Crossing, Wyrm’s Rock Fortress and Baldur’s Gate for Act Three. It separately identifies special regions such as the Astral Plane, Campsite and Shadowfell.

What is not included

What is not included: steps

  1. 01
    Setting: Faerûn
  2. 02
    Regional zone: Wilderness, Shadow-Cursed Lands, Rivington or Baldur’s Gate
  3. 03
    Connected subarea: Emerald Grove, Goblin Camp, Moonrise Towers or Lower City
  4. 04
    Interior or dungeon: Shattered Sanctum, Gauntlet of Shar, Iron Throne, House of Hope or the Guildhall

Directory: top-level playable regions

Special or planar regions

This directory distinguishes actual game regions from the much larger continental setting. The general location category contains many additional named interiors, homes, businesses and dungeons, so a continent-level list should not be confused with a list of all map markers.

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Prologue

Act One

Act Two

Act Three

Special or planar regions

3.1 The Nautiloid and the opening transition

The adventure opens aboard a mind flayer nautiloid travelling through the Hells. This is not a normal Faerûnian surface region, but it establishes the game’s planar scale immediately. The player meets Lae’zel, encounters the mind flayers and githyanki, and can recruit or temporarily cooperate with Shadowheart before the ship’s destruction.

The nautiloid is a self-contained prologue. It teaches movement, combat, environmental interaction, recruitment and the parasite premise. It also contains optional content that is easy to miss, including the opportunity to rescue Shadowheart and obtain the Everburn Blade by defeating Commander Zhalk or using the surrounding cambions and control console to escape.

The crash ends on the Ravaged Beach, which is the first true surface location.

3.2 The Wilderness

The Wilderness is the broadest early-game surface zone. It represents a frontier section of the Sword Coast hinterlands and includes several settlements, roads, ruins and hidden interiors. The BG3 Wiki describes it as a forested region in Elturgard containing part of the Risen Road and the River Chionthar.

Why the Wilderness matters

This region contains the game’s first major political conflict:

The region is also built to reward lateral exploration. The main road is not the only route. Players can climb, jump, sneak, use spells, enter through locked doors or descend into underground areas. The Blighted Village, for example, has obvious streets but also cellars, wells and hidden passages.

Directory: named Wilderness places

Some of these are map locations, while others are interior or descriptive names. They should not all be treated as towns or settlements.

Principal Wilderness subareas

Directory: named Wilderness places

3.3 The Underdark

The Underdark is a large subterranean environment beneath the Wilderness. It is not simply a cave beneath one entrance. It is a separate region with several entrances, factions and routes, including the Myconid Colony, the Arcane Tower, the Sussur tree area and Grymforge.

The player can enter through the Whispering Depths, the Zhentarim Hideout, the priestess’s chambers beneath the Goblin Camp or Auntie Ethel’s tunnels. Different entrances change the starting position, but they lead into the same broad underground journey.

Directory: named Underdark places

The Underdark is one of the most rewarding regions to complete before Act Two because it combines experience, rare equipment, faction quests and a second route into the next act.

Principal Underdark areas

Principal Underdark areas: The Underdark contains several major optional storylines

Directory: named Underdark places

3.4 Grymforge

Grymforge is often treated as part of the Underdark but is sufficiently distinct to deserve separate treatment. It is an abandoned Sharran and duergar-controlled forge complex reached by boat from the Underdark beach.

Practical route

Missability warning: the Nere situation is time-sensitive. Long resting repeatedly after discovering the cave-in can cause the trapped area’s situation to resolve without the player’s preferred intervention. The game’s progression state also changes when the player leaves Act One.

Its major content includes

Practical route

  1. 01
    Reach the Underdark beach.
  2. 02
    Speak to the duergar and board the boat.
  3. 03
    Explore Grymforge before committing to the Nere rescue.
  4. 04
    Collect moulds and mithral ore.
  5. 05
    Activate the Adamantine Forge.
  6. 06
    Prepare for the Grym fight, using the hammer and lava carefully.
  7. 07
    Resolve the Nere and deep gnome situation before leaving.

3.5 Rosymorn Monastery Trail and the Mountain Pass

The Mountain Pass is the second major Act One route. It is not simply a road connecting two maps. It includes the Rosymorn Monastery Trail, the ruined monastery itself and Crèche Y’llek beneath it.

Principal locations

This route is central to Lae’zel’s personal story and the githyanki’s hunt for the Astral Prism. It also contains:

Blood of Lathander route

Missability warning: the crèche can become hostile depending on dialogue and story choices. Lae’zel’s personal quest may also move into a decisive state after the inquisitor and Vlaakith scenes.

The Mountain Pass can be visited alongside the Underdark. The game does not require choosing one and permanently abandoning the other, although entering the next act can resolve or alter some Wilderness and grove content.

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The Shadow-Cursed Lands are a separate region dominated by a magical curse that harms or kills unprotected travellers. The region contains the remnants of Reithwin, the Last Light Inn, Moonrise Towers, the Gauntlet of Shar and the Grand Mausoleum.

The central navigation problem is protection from the curse. Depending on the player’s route, this may involve:

Principal locations

Blood of Lathander route

  1. 01
    Explore Rosymorn Monastery and find the stained-glass window puzzle.
  2. 02
    Recover the ceremonial weapons or use the puzzle’s alternate solution.
  3. 03
    Obtain the Dawnmaster’s Crest.
  4. 04
    Enter the monastery’s lower sections.
  5. 05
    Reach the secret chamber beneath the monastery.
  6. 06
    Place the crest before taking the mace to avoid the monastery’s destructive security sequence.

Principal locations

Last Light Inn

Last Light Inn is the main safe settlement in Act Two and the headquarters of Jaheira’s Harper allies. It is also where the player learns how fragile the region’s resistance is.

The inn provides a safe base, merchants, dialogue and companion-related developments. Its state can change dramatically if Isobel is abducted, killed or left undefended.

Major spoiler and missability warning: the assault on Last Light Inn can kill or remove many named NPCs, including merchants and quest contacts. If protecting the inn is important, resolve the Marcus and Isobel situation before allowing the relevant abduction sequence to proceed.

Moonrise Towers

Moonrise Towers is the main Absolute stronghold and the political centre of Ketheric Thorm’s regime. It is possible to enter initially under cover, speak to cultists, trade with merchants and explore the prison before openly attacking the tower.

The towers contain several prisoner rescue opportunities, including the tieflings and gnomes. These quests are substantially easier if started before the assault.

Gauntlet of Shar and Shadowfell

The Gauntlet of Shar is a major dungeon beneath the Grand Mausoleum. Its trials, libraries and hidden routes lead to the Shadowfell and the Nightsong decision.

Major point of no return: entering the Shadowfell after the warning prompts advances the Act Two story and can close or resolve many quests in the Shadow-Cursed Lands. Complete exploration, rescues and companion preparation before entering.

Directory: major Act Two names

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Act Three begins outside the city proper. Rivington is the southernmost district of the outer city and is crowded with refugees, travellers, soldiers and merchants. The game then moves through Wyrm’s Crossing and Wyrm’s Rock before opening into the Lower City.

Main objectives include

Directory: major Act Two names

5.1 Rivington

Rivington is the first place where many Act Three threads converge:

Directory: named Rivington places

The circus is not merely a decorative landmark. It contains merchants, performances, a murder investigation, the Djinni Akabi and the jackpot sequence that can lead to the legendary trident Nyrulna.

Rivington contains

Directory: named Rivington places

5.2 Wyrm’s Crossing and Wyrm’s Rock

Wyrm’s Crossing is a built-up bridge district containing Fraygo’s Flophouse, Sharess’ Caress, the Flaming Fist checkpoint and routes to the Lower City. Wyrm’s Rock Fortress is the fortified seat of Gortash’s political power.

The region is heavily affected by the Steel Watch and by the coronation of Gortash. Depending on the player’s choices, the fortress can initially be entered peacefully or become hostile.

Important locations include

5.3 The Lower City

The Lower City is the largest urban region in the game and contains most of Act Three’s shops, faction headquarters, homes and side quests.

Major named locations

The BG3 Wiki location category separately lists many of these as distinct location pages, including Felogyr’s Fireworks, Flymm Cargo, Flymm’s Cobblers, Fraygo’s Flophouse, House of Grief, Iron Throne, Guildhall, Lady Jannath’s Estate and the Lower City graveyard.

Major named locations

Major Lower City quest centres

Major Lower City quest centres
LocationMain relevance
Elfsong TavernCamp, refugees, Emperor-related developments, murder investigation
Sorcerous SundriesGale, Lorroakan, Nightsong, powerful spell scrolls and vaults
House of GriefShadowheart’s personal quest and the Sharran enclave
Cazador’s PalaceAstarion’s personal quest
Counting HouseStone Lord, Minsc and the Guild conflict
GuildhallNine-Fingers Keene and the criminal faction
Stormshore TabernacleClerical services, offerings and divine trials
Felogyr’s FireworksDangerous business tied to the Banites and the Steel Watch plot
Lady Jannath’s EstateOskar Fevras and the haunted-house quest
Iron ThronePrison rescue and Gondian storyline
Flymm CargoAccess route connected to the Steel Watch and underwater prison
Blushing MermaidAuntie Ethel’s return and Captain Grisly
House of HopeRaphael’s realm, Orphic Hammer and high-level optional encounter

5.4 The Lower City sewers and Undercity

The sewers are a substantial underground network rather than a single corridor. They connect to the Guildhall, the Counting House, the Temple of Bhaal, the Abandoned Cistern and the Undercity Ruins.

Directory: sewer and Undercity places

The sewers support several routes through Act Three:

Directory: sewer and Undercity places

5.5 The Upper City and endgame

The Upper City is not freely available from the beginning of Act Three. It becomes accessible during the final stage of the story. This is a progression state, not an ordinary district that can be visited at will throughout the act.

The Upper City is therefore separate from the Lower City in both access and progression. Treating it as merely another neighbourhood produces an inaccurate map hierarchy.

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Faerûn in Baldur’s Gate 3 is defined as much by competing communities as by geography.

Key endgame places include

Principal companion connections

Residents should be distinguished from temporary visitors. For example, the tieflings are refugees moving through the region, while the Flaming Fist are an established Baldurian security force. The Harpers appear in several locations but are not the ordinary civic authority of Baldur’s Gate.

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Principal companion connections

Principal companion connections
CharacterMain Faerûn connection
ShadowheartShar, the Astral Prism and House of Grief
Lae’zelGithyanki, Crèche Y’llek, Vlaakith and Orpheus
GaleWaterdeep, Mystra and the Crown of Karsus
AstarionBaldur’s Gate, Cazador’s Palace and the Szarr legacy
WyllBaldur’s Gate, the Flaming Fist, Mizora and Ravengard
KarlachAvernus, Gortash and the Steel Watch
HalsinEmerald Grove, the Shadow Curse and Thaniel
JaheiraHarpers, Baldur’s Gate and the Bhaalist crisis
MinscRashemen, the Guild and the Stone Lord plot
MintharaAbsolute cult, goblin leadership and Moonrise Towers

Roads and routes

The game does not present a continuous overworld road network in the manner of a traditional open-world RPG. Instead, roads are represented by connected maps, transition points and narrative travel.

Important routes include

Security forces

Baldur’s Gate’s security can be bypassed, manipulated or fought depending on disguises, dialogue choices, passes, alliances and quest outcomes. A business or building name alone does not establish that it is a shop, safe house or public facility.

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Security forces

Security forces
NameDetails
Emerald Grove guardsprotect the druid settlement and enforce its internal rules.
Goblin patrolscontrol roads around the Goblin Camp and act for the Absolute.
Duergarenforce slavery and control access around Grymforge.
Harpersoperate from Last Light Inn and patrol against the shadow curse.
Flaming Fistprovide official security in and around Baldur’s Gate.
Steel Watchserve Gortash and create a surveillance and enforcement network.
Bhaalists and Sharransoperate covertly rather than as public law enforcement.

Act Three

Important distinction: some named establishments are functional shops, some are service locations, some are decorative storefronts, and some are entered only for a quest. The game’s map contains all four types.

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Encounters may be avoided, resolved through dialogue, altered by faction choices or replaced by allies. Randomised loot and ordinary hostile groups should not be presented as fixed boss rewards.

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A completion-oriented route that preserves the most content is:

This order is not mandatory, but it reduces avoidable losses caused by major progression transitions.

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Baldur’s Gate 3 uses the Forgotten Realms as a living setting rather than as a museum of every established location. The game assumes that Faerûn contains old gods, active divine cults, infernal politics, githyanki astral warfare, ancient elven and Sharran ruins, and powerful cities with their own histories.

The game also sits after the earlier Baldur’s Gate titles, but it does not require detailed knowledge of them. Jaheira and Minsc provide the clearest direct continuity, while the setting includes references to Bhaal, Sarevok, the Bhaalspawn crisis and earlier companions. Those references are part of the game’s version of the setting and should not be used to infer that every previous-game location is nearby or playable.

The wider setting is also larger than the Sword Coast. Faerûn contains regions and civilisations far beyond the game’s map, while the adventure focuses on one crisis moving through a relatively narrow geographic corridor. The official game material likewise frames Baldur’s Gate 3 as a Dungeons & Dragons role-playing game in the world of Faerûn, rather than as a simulation of the entire continent.

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Act Three

Act Three

Act Three
RegionNotable encounters
NautiloidCommander Zhalk, cambions, mind flayer
WildernessAuntie Ethel, Phase Spider Matriarch, Anders, gnoll leader Flind, goblin leaders
Goblin CampPriestess Gut, Dror Ragzlin, Minthara
UnderdarkSpectator, Bulette, Hook Horrors, Glut’s enemies
GrymforgeGrym, Nere, duergar forces
Mountain PassDeath Shepherds, githyanki inquisitor, Crèche leaders
Shadow-Cursed LandsMarcus, Kar’niss, Yurgir, Malus Thorm, Gerringothe Thorm, Thisobald Thorm
MoonriseKetheric Thorm, disciple forces, Mind Flayer Colony enemies
RivingtonAkabi’s circus sequence, Open Hand murder suspects
Lower CityCazador, Lorroakan, Sarevok, Ansur, Mystic Carrion, Auntie Ethel
SewersEmperor-related encounters, Bhaalists, Orin
House of HopeRaphael
FinaleNetherbrain and associated forces

Act Three: steps

  1. 01
    Finish the Nautiloid and explore the Ravaged Beach.
  2. 02
    Recruit available companions.
  3. 03
    Explore the Emerald Grove without immediately resolving the tiefling crisis.
  4. 04
    Visit the Blighted Village, Risen Road and Waukeen’s Rest.
  5. 05
    Investigate the Goblin Camp and Shattered Sanctum.
  6. 06
    Complete the Auntie Ethel, owlbear and Whispering Depths content.
  7. 07
    Enter the Underdark and visit the Myconid Colony, Arcane Tower and beach.
  8. 08
    Travel to Grymforge, complete the forge and resolve Nere.
  9. 09
    Visit the Mountain Pass and Rosymorn Monastery.
  10. 10
    Complete Crèche Y’llek and the Blood of Lathander sequence.
  11. 11
    Enter the Shadow-Cursed Lands.
  12. 12
    Establish Last Light Inn and protect its important residents.
  13. 13
    Explore Reithwin, Moonrise Towers and the surrounding areas.
  14. 14
    Rescue prisoners before the Moonrise assault.
  15. 15
    Complete the Gauntlet of Shar and only then enter the Shadowfell.
  16. 16
    Begin Act Three in Rivington.
  17. 17
    Explore the circus, Open Hand Temple, Gur Camp and Wyrm’s Crossing.
  18. 18
    Enter the Lower City and establish a city base.
  19. 19
    Complete companion quests and major faction storylines before the endgame.
  20. 20
    Enter the Upper City only after finishing the desired optional content.

Before the Act Three endgame

Is Baldur’s Gate 3 open-world Faerûn?

No. It offers large, interconnected regions with considerable freedom, but it does not provide one seamless continent-sized map. Faerûn is the setting; the playable maps are selected regions within it.

Can I visit Waterdeep?

No. Waterdeep is important to Gale’s backstory and appears in dialogue and lore, but it is not an explorable city in the base game.

Are the Underdark and Mountain Pass separate acts?

No. Both are Act One routes. You can generally visit both before committing to Act Two.

Is the Shadowfell part of the Shadow-Cursed Lands?

It is a special connected region reached through the Gauntlet of Shar. It is not simply another surface district of the Shadow-Cursed Lands.

Is Rivington part of Baldur’s Gate?

It is the outer southern approach to the city and is treated as a separate Act Three region. The city proper begins through the Wyrm’s Crossing sequence and expands into the Lower City and later the Upper City.

Can I return to earlier regions?

Access depends on progression. Some earlier regions remain reachable for a time, while major act transitions and story decisions can close quests, change NPCs or make areas inaccessible.

Is every named building a usable business?

No. Some are active shops, some are homes, faction bases, decorative storefronts or mission-only interiors. Establishment names should not be treated as proof of services without checking the location’s actual function.

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Sources