Locationmajor

Flymm Cargo

Flymm Cargo is a dockside warehouse in the Lower City of Baldur’s Gate 3.

Importancemajor

Key takeaways

  • Flymm Cargo is in Grey Harbour in the Lower City, beside the restricted Counting House docks.
  • The warehouse is not the entire location Its basement and submersible dock are the most important areas.
  • The basement leads to the Iron Throne, where the party can rescue Gondians, Duke Ravengard and, depending on quest progress, Omeluum.
  • The upper warehouse contains five named worgs, all hostile on sight.
  • Redhammer is the key NPC below ground He can transport the party to the Iron Throne, but his fate depends on the party’s choices and the state of Avenge the Drowned.
  • If Gortash is defeated before the Iron Throne is visited, Redhammer and the submersible disappear, leaving a letter of resignation instead.

About this guide

Spoiler warning: This guide covers major Act Three quests, the Iron Throne, the Gondians, Duke Ravengard, Omeluum, Redhammer and possible outcomes for the Avenge the Drowned quest.

Overview

Flymm Cargo is a dockside warehouse in the Lower City of Baldur’s Gate 3. It stands on the eastern side of Grey Harbour, beside the restricted Counting House docks. Although the building first appears to be an ordinary warehouse guarded by worgs, its basement conceals a prison-like storage complex and a docked submersible. That vessel is the party’s route to the Iron Throne, making Flymm Cargo one of the most important access points in Act Three.

The location is easy to confuse with Flymm’s Cobblers, the shop and family home belonging to Dravo and Sally Flymm. Despite the shared name, Flymm’s Cobblers is a separate Lower City building and is not part of Flymm Cargo. Flymm Cargo is a warehouse and underwater-facility entrance near Grey Harbour, not a cobbler’s shop.

The location is tied to Avenge the Drowned, Save the Gondians, Rescue the Grand Duke, Retrieve Omeluum and The Blade of Frontiers. It is also a useful place to explore before committing to the Iron Throne rescue, because several quests converge here.

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Flymm Cargo has three practical layers

  1. 01
    The warehouse, occupied by hostile worgs and containing the concealed basement hatch.
  2. 02
    The basement, containing cells, storage, documents and the route to the submersible dock.
  3. 03
    The submersible dock, where Redhammer operates the vessel known as the Cap.

Flymm Cargo within Grey Harbour

Flymm Cargo is a large warehouse on a detached patch of land beside the eastern side of Grey Harbour. The surrounding berths are not generally treated as off-limits, but the warehouse itself and nearby Counting House dock routes are watched. The northern side is visible to a Flaming Fist patrol, and other nearby routes may bring the party into contact with Steel Watchers and Cashguards.

The building should be treated as a distinct location from:

Included areas

For this guide, “Flymm Cargo” includes the following connected spaces:

The Iron Throne itself is not part of Flymm Cargo. It is a separate location reached from the submersible. The Lower City Sewers are also a separate area, although one of their access routes leads into the Flymm Cargo basement.

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Approaching from the docks

The most direct approach is from Grey Harbour. The warehouse has multiple locked entrances, including:

The western and southern double doors require a DC 20 Sleight of Hand check to lockpick. The balcony entrance requires a DC 15 Sleight of Hand check. All of these entrances are visibly restricted, so opening a door is not the same thing as entering unnoticed.

The balcony route is normally the easiest stealth option. It can be reached by descending the stairs near The Singing Lute, moving onto the gallery and jumping towards the warehouse roof and balcony. The exact movement may depend on the party’s jumping ability, movement bonuses and available spells.

Approaching from the docks

Approaching from the docks
NameDetails
Western double doors, around X-169, Y: -149
Southern double doors, around X-152, Y: -162
A balcony door on the southern side—

Practical entry options

  1. 01
    Lockpick a double door. This is the simplest route if the party can handle the hostile worgs immediately inside.

Practical entry options

  1. 01
    Use the balcony. The lower Sleight of Hand requirement makes it attractive, and entering from above gives the party room to position themselves before combat.

Practical entry options

  1. 01
    Use concealment or invisibility. This is useful when approaching the entrances under the view of the Flaming Fist patrol.

Practical entry options

  1. 01
    Reach the basement from the sewers. A breach in the prison section of the basement connects to the Lower City Sewers. The sewer-side route is described as a greasy, smelly way up and is marked around X: -1097, Y: 335 on the Flymm Cargo side.

Practical entry options

  1. 01
    Use movement abilities. Flight, enhanced jumping, Misty Step and similar abilities can make the roof and balcony approach easier. These are general traversal options rather than a unique Flymm Cargo mechanic.

Suggested first-time route

For most parties, the most convenient route is:

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Suggested first-time route: steps

  1. 01
    Enter the warehouse from the balcony or a locked double door.
  2. 02
    Defeat or bypass the worgs.
  3. 03
    Search the gallery for the warehouse key.
  4. 04
    Find the concealed hatch in the north-western corner.
  5. 05
    Explore the basement storage and cells.
  6. 06
    Collect the Underwater Facility Plans and Infernal Iron.
  7. 07
    Enter the submersible dock.
  8. 08
    Speak to Redhammer.
  9. 09
    Travel to the Iron Throne before defeating Gortash, if the rescue quests are active.

Upper gallery

The interior is largely a single-storey warehouse with a small elevated gallery and ramp. The balcony entrance leads into the gallery rather than directly onto the warehouse floor.

A key lies on a table at the far end of the gallery. It opens the doors leading into the warehouse, making it useful if the party enters from the balcony and wants to avoid repeatedly lockpicking doors. The key is listed as Key (Flymm Cargo).

Key location

The warehouse floor contains the main worg encounter. The basement hatch is in the north-western corner and is partly hidden by crates. A DC 15 Perception check highlights it as the party approaches.

Key location

Key location
NameDetails
Key (Flymm Cargo)On a table in the inner gallery, around X: -166, Y: -150.
FunctionOpens the warehouse doors.

Worg encounter

Five worgs occupy the warehouse. They appear to have killed their goblin handler and attack the party on sight. If the party enters through the balcony, it is possible to crouch along the walls and arrange an opening attack, potentially gaining a surprise round.

Named worgs

Each worg can provide one or two Worg Fangs as loot. The fight is a fixed encounter rather than a random patrol.

Combat advice

The warehouse is reasonably open, but the gallery provides useful elevation and positioning. A party that enters from above can:

There is no verified goblin handler NPC remaining as a living resident when the party arrives. The evidence describes the handler as already killed.

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The hatch in the warehouse leads to a basement beneath Flymm Cargo. This is the location’s most important subarea.

The first chamber is an antechamber containing mostly empty containers, although some may hold miscellaneous items such as camp clothing. One locked metal crate contains the Underwater Facility Plans, which describe the development of the Iron Throne. The crate requires a DC 10 Sleight of Hand check to open.

A nearby valve prompts commentary about the complex pumping systems used to keep this below-ground area dry, despite its position beneath Grey Harbour. This is environmental storytelling rather than a separate quest objective.

Cells and storage

The next section is a T-shaped hall resembling a prison. Several cells are empty. A skeleton in one cell carries the note A Negotiation. Nearby containers can contain fresh Camp Supplies.

An iron ladder leads to scaffolding above the cells. The upper storage area contains several crates and trunks with random uncommon and rare consumables. A note in this area references sahuagin used as guards in the Iron Throne. The precise contents of the storage containers can vary by container and loot generation, so they should not be treated as a single fixed named reward.

Fixed and variable contents

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A passage beyond the basement doors leads to a large dock chamber containing a moored submersible. The chamber includes an inner floodgate and side berths with containers.

The submersible is commonly called the Cap, although Redhammer also refers to it as the Captain of Grey Harbour. The vessel was constructed by Redhammer, while the underlying idea came from the Gondians. Books and documents in the nearby makeshift study provide information about its construction and maintenance.

Fixed and variable contents

Fixed and variable contents
ContentStatus
Underwater Facility PlansFixed item in the locked metal crate
A NegotiationFixed note on the skeleton
Infernal IronFixed placement in the passage towards the dock
Camp SuppliesPossible container contents
Uncommon and rare consumablesPossible storage-container contents
Tools, pipes, cogs and similar partsPossible dock-area container contents
Camp clothing and miscellaneous itemsPossible antechamber contents

Redhammer

Redhammer the Deviser is the operator and apparent constructor of the submersible. He initially speaks to the party rather than attacking. His reaction depends on the party’s dialogue choices and quest knowledge.

The party can learn that the vessel transports prisoners to the Iron Throne. They can then persuade Redhammer to take them there. Alternatively, they can kill him and take control of the submersible themselves. Taking control awards the Lantanna Marvel inspiration to characters with the Guild Artisan background.

Redhammer may become hostile if the party accuses him of killing someone or of helping Gortash imprison the Gondians. His fate is also central to Avenge the Drowned.

Redhammer outcomes

The last outcome is particularly important. If the party intends to rescue people from the Iron Throne, it is safest to visit it before defeating Gortash.

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Redhammer outcomes

Redhammer outcomes
SituationResult
Party reaches Redhammer and negotiates successfullyHe can take the party to the Iron Throne
Party kills RedhammerThe party can control the submersible themselves
Party refuses to help or provokes himDialogue may lead to hostility
Party completes the Iron Throne and returnsUmberlee’s Waveservants may confront the party
Party gives Redhammer to the WaveservantsHe can later be found dead in the Water Queen’s Cellar
Party defends RedhammerA fight with the Waveservants begins
Gortash is defeated before the Iron Throne is visitedRedhammer and the submersible disappear; a Letter of Resignation remains

Avenge the Drowned

Avenge the Drowned begins with Allandra Grey, a Waveservant of Umberlee. The quest concerns the death of Holli, who was killed by what appeared to be a polluted or poisonous beast near Grey Harbour.

The investigation eventually points towards Flymm Cargo. The party may notice oil leaking from beneath the warehouse doors after learning more about the death. A passive DC 10 Perception check can reveal the oil puddles and trigger comments about them.

Flymm Cargo contains the answer to the mystery: the “beast” is the metal submersible, and Redhammer is its operator. Redhammer admits that he has accidentally struck Umberlee’s faithful while operating the vessel. The party must then decide whether to:

Refusing to surrender Redhammer is an oathbreaking action for Paladins of the Crown, according to the location’s quest information.

Save the Gondians

Flymm Cargo is the access point for the Iron Throne section of Save the Gondians. The warehouse itself gives little indication of the facility’s purpose, but the concealed basement reveals the prison and the submersible route. The quest walkthrough specifically identifies the hatch beneath the crates and Redhammer’s area deeper in the basement.

The Underwater Facility Plans are especially relevant because they connect the warehouse’s hidden infrastructure to the Iron Throne operation.

Rescue the Grand Duke

The Iron Throne route from Flymm Cargo can also be used for the rescue of Duke Ravengard, depending on the party’s quest progression. The submersible and Iron Throne are both associated with Rescue the Grand Duke.

Retrieve Omeluum

The Iron Throne is also associated with Retrieve Omeluum. Flymm Cargo therefore acts as the practical starting point for reaching that part of the quest, even though Omeluum himself is not a resident of the warehouse or basement.

The Blade of Frontiers

The Iron Throne and Duke Ravengard storyline can also intersect with Wyll’s personal quest, The Blade of Frontiers. Again, the relevant rescue destination is the Iron Throne rather than the warehouse itself.

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The submersible is the only normal route to the Iron Throne. When the party docks there, the Iron Throne timer does not begin immediately. It starts when a party member descends through the hatch into the prison itself. This creates a safe preparation area aboard the vessel before committing to the timed rescue.

After the Iron Throne sequence, rescued Gondians gather inside the submersible. The party can speak with survivors before returning through the hatch to Flymm Cargo’s basement. Once the party disembarks after returning, they cannot go back to either the submersible or the Iron Throne.

Important preparation checklist

Before descending into the Iron Throne, consider bringing:

These are general tactical recommendations for the Iron Throne rather than unique Flymm Cargo requirements.

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Characters associated with Flymm Cargo

The location page identifies Redhammer and Allandra Grey as the principal named characters associated with Flymm Cargo. Allandra’s relevance is conditional on Avenge the Drowned.

Named creatures

These are the five hostile worgs in the warehouse.

Ordinary NPCs and guards

The warehouse itself is not presented as a functioning public business with a civilian workforce. The exterior belongs to a watched dockside environment. Nearby security includes:

These forces are associated with the wider Grey Harbour and Counting House dock routes rather than being a resident staff directory for Flymm Cargo.

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Named items

The key is on the inner gallery table and opens the warehouse doors. Infernal Iron lies in the passage towards the submersible dock. The Underwater Facility Plans are in the locked metal crate in the basement antechamber. Worg Fangs are obtained from the named worgs.

Named literature

The following documents are associated with Flymm Cargo or its submersible area:

Not every document is necessarily required for a quest, and some may be found in the basement, dock or study area. The Letter of Resignation is specifically associated with the state in which Redhammer and the submersible disappear after Gortash has been defeated before the Iron Throne is visited.

Loot directory by subarea

Submersible dock and study

Container contents should be checked individually. The location evidence distinguishes fixed named objects from possible or random container contents, so not every chest or crate has a guaranteed identical inventory.

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Restricted entrances

The main surface entrances are locked and red-outlined. Entering from the most visible sides may expose the party to the Flaming Fist patrol and other security forces. Invisibility, stealth, roof movement or the balcony route can reduce the chance of being caught.

The hidden hatch

The hatch is the key discovery in the warehouse. It is partly covered by crates in the north-western corner and requires a Perception check to highlight when approached. If the party only searches the warehouse floor and does not move towards the crates, the basement can be easy to miss.

Sewer connection

The basement connects to the Lower City Sewers through a wall breach in the prison section. This is useful for parties exploring the sewers first or looking for an alternative route into the facility. The sewer entrance and Flymm Cargo basement remain separate areas even though they are physically connected.

Gortash progression lockout

Defeating Gortash before visiting the Iron Throne changes the Flymm Cargo submersible sequence. Redhammer disappears with the vessel, and the party finds a Letter of Resignation in his place. This is the most important progression-related missability condition in the location.

Redhammer and the Waveservants

The outcome of Avenge the Drowned is not resolved simply by speaking to Redhammer. If the party uses him to reach the Iron Throne, Allandra and other Waveservants may wait for them upon their return. The party then chooses between surrendering Redhammer and defending him.

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For a completion-minded party, the following order minimises avoidable progression problems:

This order is recommended because the Iron Throne route can become unavailable or substantially altered after Gortash’s defeat.

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These locations should not be merged.

Flymm’s Cobblers is run by Dravo and Sally Flymm, who sell a small selection of camp shoes. Dravo is also identified as Enver Gortash’s father. None of that makes the cobbler’s shop part of Flymm Cargo.

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Redhammer and the Waveservants: steps

  1. 01
    Visit Allandra Grey if Avenge the Drowned is active.
  2. 02
    Investigate the Grey Harbour clues about Holli’s death.
  3. 03
    Enter Flymm Cargo before defeating Gortash.
  4. 04
    Deal with the warehouse worgs.
  5. 05
    Search the gallery and collect the Flymm Cargo key.
  6. 06
    Find the concealed hatch.
  7. 07
    Loot the basement antechamber, cells and storage scaffolding.
  8. 08
    Read or collect the documents, especially the Underwater Facility Plans.
  9. 09
    Take the Infernal Iron from the passage.
  10. 10
    Speak to Redhammer.
  11. 11
    Complete the Iron Throne objectives that matter to your active quests.
  12. 12
    Resolve the Waveservant confrontation.
  13. 13
    Return to the relevant quest givers.

Redhammer and the Waveservants

Redhammer and the Waveservants
LocationFunctionAssociated peopleArea
Flymm CargoWarehouse, prison access and submersible dockRedhammer; quest association with Allandra GreyGrey Harbour
Flymm’s CobblersCobbler’s shop and Flymm family homeDravo Flymm and Sally FlymmLower City streets

Is Flymm Cargo the same place as Flymm’s Cobblers?

No. Flymm Cargo is a Grey Harbour warehouse with a hidden basement and submersible dock. Flymm’s Cobblers is a separate Lower City shop and family home.

Where is the entrance to the basement?

Search the north-western corner of the warehouse. The hatch is partially hidden beneath crates and can be highlighted with a DC 15 Perception check.

Can I reach the basement without entering through the warehouse?

Yes. A breach in the prison section connects the basement to the Lower City Sewers.

Do I have to kill the worgs?

The worgs are hostile on sight, but the party can choose how to approach the encounter. Entering from the balcony allows better positioning and may enable a surprise round.

Should I visit Flymm Cargo before killing Gortash?

Yes, if you want the standard Redhammer and submersible route to the Iron Throne. If Gortash is defeated first, Redhammer and the submersible disappear.

Can Redhammer be spared?

Yes. The party can use him to reach the Iron Throne and later decide whether to surrender him to the Waveservants or defend him.

Is the Iron Throne part of Flymm Cargo?

No. Flymm Cargo contains the route to the Iron Throne, but the Iron Throne is a separate location reached by submersible.

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This guide treats Flymm Cargo as the warehouse, its basement, its submersible dock and the immediate submersible access sequence. It does not fold Grey Harbour Docks, the Counting House docks, the Lower City Sewers, the Iron Throne or Flymm’s Cobblers into the location itself.

The researched sources clearly verify the major named characters, worgs, documents, key routes, progression conditions and quest links. Some miscellaneous container contents are explicitly variable or described only by category, so they are not presented as guaranteed fixed loot. The available evidence also does not establish a complete in-game directory of every unnamed dock worker, guard or decorative object around the wider Grey Harbour area; those have therefore not been falsely presented as a complete Flymm Cargo resident list.

Sources