Locationmajor

Old Garlow's Place

Old Garlow’s Place is a small but unusually variable location in the Lower City of Baldur’s Gate in Baldur’s Gate 3.

Importancemajor

Key takeaways

  • The house’s occupants depend on Act One Saving Mayrina leads to the Anti-Hag Support Group occupying the property. Supporting the hag, or failing to meaningfully resolve the storyline, can result in the Dead Eyes using it as a base instead.
  • Mayrina is on the first floor if the hag survivors are present She is transformed into a sheep and is affected by a voodoo doll.
  • The location is important for Hag’s Bane The strongbox on the ground floor contains Ashes of Dried Fey Flower, an ingredient required for the grenade. It is safest to craft Hag’s Bane soon after obtaining the ingredient, because it is not treated as a protected story item and may be consumed accidentally in alchemy.
  • The basement contains the best exploration rewards A concealed pressure plate opens a hidden cave containing a chest and the key to the locked back room.
  • The building has no ordinary shop or functional service Nearby businesses such as Flymm’s Cobblers, Beehive General Goods and Felogyr’s Fireworks are separate locations, not subareas of Old Garlow’s Place.
  • The beach is part of the exterior surroundings, not a separate major district It can be reached by following the western path and jumping down the cliffside.

About this guide

Spoiler warning: This guide covers Act Three locations, the consequences of the Act One hag storyline, the Help the Hag Survivors and Avenge the Hag Survivors quests, and the possible encounter with the Dead Eyes.

Overview

Old Garlow’s Place is a small but unusually variable location in the Lower City of Baldur’s Gate in Baldur’s Gate 3. It is a run-down house in the Heapside district, built against the rocky shore of the River Chionthar. Although the building appears abandoned from the street, it can become either a refuge for the Anti-Hag Support Group or a hideout for a hostile gang called the Dead Eyes, depending largely on how the party handled Auntie Ethel and Mayrina in Act One.

The house is connected primarily to the aftermath of Save Mayrina, the Act One hag storyline. Players may return here to help Mayrina and the hag survivors, obtain the ingredient needed to craft Hag’s Bane, recover the Fey Semblance Amulet, or fight the Dead Eyes if the survivor group never formed.

Despite its modest size, the location rewards careful exploration. It contains several floors, an attic, a roof, a trapped basement, a concealed cave, a buried chest on the shoreline, conditional companions and NPCs, and documents that reveal what happened to the property.

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Named nearby connections

The first three are the most useful for immediate navigation. The others are broader Lower City connections associated with the location in the game’s location references.

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The main entrance is on the ground floor at approximately X: -48, Y: -127. It is locked and requires a DC 15 Sleight of Hand check to pick. The front door is the most direct route, but it is not necessarily the only practical way to approach the property.

The surrounding cliff path allows the party to move around the western side of the building. From there, a sequence of jumps leads down to the beach. The beach is not a major independent area, but it contains a buried chest that can be found with a DC 18 Survival check.

Named nearby connections

Recommended first visit

The house can become dangerous immediately. If the Dead Eyes occupy it, their members are hostile when encountered. If the Anti-Hag Support Group is present, entering the main room begins a conversation that can turn into combat if the party fails to establish peaceful intentions.

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Old Garlow’s Place changes according to the party’s Act One decisions.

Recommended first visit: steps

  1. 01
    Approach from the Lower City streets and identify the house before entering.
  2. 02
    Save the game before opening the front door if the hag storyline is unresolved.
  3. 03
    Enter with the party prepared for either a dialogue encounter or immediate combat.
  4. 04
    Search the ground floor before moving upstairs.
  5. 05
    Speak with the occupants and determine whether Mayrina is present.
  6. 06
    Search the first floor, then clear the basement carefully.
  7. 07
    Follow the western exterior path to the beach.
  8. 08
    Read the documents found in the house, especially if investigating its former owner or the Dead Eyes.

Anti-Hag Support Group

If the party saved Mayrina from the hag in the Sunlit Wetlands, Old Garlow’s Place becomes a base for an Anti-Hag Support Group. Mayrina leads the group, although she is not initially in the main salon. The other survivors ask the party to investigate upstairs after the group has been calmed.

The group’s initial reaction is suspicious and potentially hostile. If the party can convince them that it is not a threat, the encounter proceeds through dialogue. If violence begins, defeating Jatlo is particularly important because he is the main source of the group’s paranoia and can continue to escalate the situation.

Conditional residents and visitors

Connor Vinderblad and Hydrangea Wubb are conditional entries rather than guaranteed residents in every playthrough.

Dead Eyes

If the party sided with the hag, failed to resolve the Mayrina storyline in the relevant way, or did not meaningfully encounter the Act One sequence, the building can instead become a hideout for the Dead Eyes. This group presents itself as a gang attempting to operate in the Lower City, although the Guild is already aware of them.

The Dead Eyes are hostile on sight. Their members are distributed through the house:

Dead Eyes directory

The Dead Eyes state also changes the documents available in the property. Several pieces of literature listed for Old Garlow’s Place can only be obtained when the gang occupies the house.

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Ground floor

The front door leads into a sequence of neglected rooms containing old furniture and minor loot. The first two rooms are largely empty, but a Traveller’s Chest at approximately X: -43, Y: -138 contains minor valuables.

The third room is a larger salon. This is the main social and combat area on the ground floor.

Anti-Hag Support Group layout

When the survivors occupy the building, Adrielle, Kled and Jatlo are gathered in the salon. The encounter begins automatically when the party enters the room. A successful dialogue or ability check can prevent a fight.

Hydrangea Wubb may be present if she was saved earlier. Her recognition of the party can prevent the group from becoming hostile.

Dead Eyes layout

When the Dead Eyes occupy the property, Inku Neza, Jivin Mizzrym and Ulumpha are on the ground floor. They are hostile immediately, so stealth, positioning and control of the entrance can be useful before combat begins.

Ground-floor loot and interactables

The Ashes of Dried Fey Flower are particularly important. They are needed to craft Hag’s Bane, which is used in the later hag-related storyline. The ingredient is not treated as a story item, so it can be consumed accidentally during alchemy. Crafting Hag’s Bane immediately is the safest way to preserve its use.

First floor

The first floor contains one main room and a balcony running along two sides. Two sections of the floor are rotten and destructible. These weak floorboards can matter during combat because characters can fall through or use the damaged terrain tactically.

A relatively intact wardrobe contains several pieces of random camp clothing, including medium-quality and citizen-quality garments.

Mayrina and the voodoo doll

If the Anti-Hag Support Group occupies the house, Mayrina is on this floor. She has been transformed into a sheep by a hex. The party can hear mocking laughter and discover a Voodoo Doll connected to the effect.

Resolving this situation is part of Help the Hag Survivors. The exact options depend on the party’s abilities, dialogue choices and progress in the associated hag storyline. Mayrina’s condition should be dealt with before treating the first floor as fully cleared.

Dead Eyes layout

If the Dead Eyes are present, Aideen Ni Chuirc and Maggie Ni Chuirc occupy the first floor. They turn hostile along with the other gang members.

Attic and roof

A ladder at approximately X: -46, Y: -145 leads from the first floor to a small attic. The attic contains an unlocked heavy chest with minor loot and additional containers that may hold Camp Supplies.

A door from the attic leads to the roof. The roof has no major unique encounter or reward, but it offers a view across the riverside area and can provide an alternate combat position.

Attic and roof directory

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The basement is the most mechanically involved part of Old Garlow’s Place. A hatch near X: -59, Y: -142 leads down from the ground floor.

The central basement room contains five Blast Mines planted in the floor. These mines should be disarmed, triggered from a safe distance or navigated around carefully. Avoid grouping party members in the room before checking the floor.

The farthest door is locked. A DC 15 Perception check can reveal a Marble Plate in the north-east corner. Adding weight to the plate opens a concealed section of wall and reveals a hidden cave.

The cave contains an unlocked Opulent Chest, but three further Blast Mines protect the approach. One mine is next to an Acid Barrel, which may be destroyed if the trap detonates.

The key opens the locked back room without requiring another lockpicking attempt. The locked room’s containers may contain random potions, random arrows, including potentially rare or very rare arrows, and alchemical ingredients. A wooden chest contains minor loot.

A letter from the former owner, Garlow, is located on a cupboard in the back room. It provides context for the property and its transition to new inhabitants.

Basement exploration checklist

The narrow opening visible behind the Opulent Chest is not a functional route. It cannot be used as an entrance into the basement or as an exit from it.

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A narrow path runs around the western side of the house. By following it and making several jumps, the party can descend to a small strip of sandy beach beside the River Chionthar.

At approximately X: -33, Y: -164, a DC 18 Survival check can reveal a Dirt Mound. The buried chest contains:

This chest is fixed to the beach area, but the exact contents are not entirely fixed because some rewards are generated from random loot categories.

The beach is easy to miss because it is below the main street level and is not required to complete the hag-related quests.

Exterior named NPCs

Two dock workers stand outside the property, washing clothes in a street water basin:

They argue about whether the dockers should strike. Ormont argues that the working conditions are intolerable unless the workers organise and demand their rights, while Tugelnhorn attempts to restrain him. They are ordinary background NPCs rather than shopkeepers or quest vendors.

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Help the Hag Survivors

This quest is associated with the Anti-Hag Support Group and Mayrina’s transformed state. The party is directed to Old Garlow’s Place after progressing through the Act Three hag-survivor storyline. The house is the group’s base and the place where Mayrina’s condition becomes clear.

The quest’s exact sequence can vary depending on whether the party has already dealt with Auntie Ethel, how Mayrina’s story ended in Act One, and what the party has done elsewhere in the Lower City.

A practical order is

  1. 01
    Enter Old Garlow’s Place.
  2. 02
    Calm the survivors rather than starting combat, if possible.
  3. 03
    Speak with the group and learn that Mayrina is upstairs.
  4. 04
    Find Mayrina in sheep form.
  5. 05
    Investigate the Voodoo Doll and the source of the hex.
  6. 06
    Resolve the curse according to the available dialogue and ability options.
  7. 07
    Continue the hag-survivor storyline toward its conclusion.

Avenge the Hag Survivors

Avenge the Hag Survivors is the follow-up quest connected with confronting the threat behind the survivors’ suffering. Mayrina’s reward for completing it includes the Fey Semblance Amulet.

The amulet is a quest-related reward rather than a normal shop purchase. If the player wants it, Mayrina’s storyline should be resolved rather than bypassed through indiscriminate combat.

Dead Eyes encounter

When the Dead Eyes occupy the property, Old Garlow’s Place functions as a compact hostile hideout. The party can enter by the main door, fight through the ground floor, deal with the stair patrol and continue upstairs.

The building’s destructible floorboards, balcony and confined rooms can make positioning important. The basement traps are independent of the Dead Eyes and remain a hazard while exploring after the fight.

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Conditional combat creature

The Armoured Crabs are not ordinary permanent residents. They are associated with the combat state and can be summoned during the fight until Jatlo is defeated.

Former resident

Garlow no longer lives in the property. The location’s name refers to its previous owner, who left for Calimshan. The house has since fallen into disrepair and was considered unsafe by city authorities.

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Named or distinctive items

The Fey Semblance Amulet is a reward from Mayrina for completing Avenge the Hag Survivors. The Ashes of Dried Fey Flower are used to craft Hag’s Bane and should not be treated as disposable alchemical material.

Books and documents

The property contains a large collection of named documents. Some are linked to the former owner, some to the hag survivors and some only appear when the Dead Eyes occupy the building.

Several documents, including Report on Old Garlow’s, are espionage or surveillance material concerning activity at the property.

The following documents are associated specifically with the Dead Eyes occupation and may not be available if the Anti-Hag Support Group controls the house:

The book that functions as the Hag’s Bane recipe may initially have a different displayed label before being read. The listed item name is The Hag’s Bane, while the object may appear as Tear-Stained Journal before examination.

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Blast Mines

The basement contains five mines in the central room and three more in front of the hidden cave’s chest. They are the most reliable source of physical danger in the location.

Use a character with suitable trap-disarming ability, approach carefully in turn-based mode or trigger them from a safe position. The Acid Barrel beside one mine can create additional environmental danger.

Destructible floorboards

The first floor contains two rotten sections of flooring. They may be destroyed during a fight, potentially changing movement and positioning. Do not assume the upper floor is completely stable during combat.

Hidden basement cave

The hidden cave is opened by placing weight on the Marble Plate revealed by a successful Perception check. The mechanism is easy to overlook because the locked back-room door appears to be the obvious destination.

Buried beach chest

The chest below the house is not visible without a Survival check. Bring a character with good Survival or use an appropriate bonus before leaving the exterior area.

Voodoo Doll

The Voodoo Doll upstairs is central to Mayrina’s curse. It is not merely decorative scenery. Investigating it is necessary for understanding the survivor-group quest and resolving Mayrina’s condition.

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Peaceful survivor route

  1. 01
    Enter through the locked front door.
  2. 02
    Stop in the salon and resolve the initial dialogue.
  3. 03
    Avoid attacking the group unless the conversation has already failed.
  4. 04
    Search the ground floor for the Antidote, strongbox and Hag’s Bane ingredient.
  5. 05
    Go upstairs to Mayrina.
  6. 06
    Inspect the Voodoo Doll and resolve the curse.
  7. 07
    Search the attic and roof.
  8. 08
    Return to the basement with trap precautions.
  9. 09
    Open the hidden cave and back room.
  10. 10
    Descend to the beach and dig up the buried chest.

Dead Eyes combat route

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Before leaving Old Garlow’s Place, check that you have:

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Old Garlow’s Place illustrates how the Lower City absorbs abandoned property and repurposes it for competing causes. Garlow’s former home was inherited or occupied after he left for Calimshan, but the building deteriorated and was formally considered unsafe. Its neglected state makes it an attractive hideout for people who cannot operate openly.

For Mayrina and the hag survivors, the property becomes a support base built around shared trauma. For the Dead Eyes, it is a concealed gang headquarters. The same rooms therefore tell two different stories depending on the player’s earlier decisions.

The location also extends the consequences of the Act One hag encounter beyond Mayrina herself. Saving her does not end the story immediately. Her later attempts to help others create a new group, which in turn leads to another crisis in Act Three.

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Dead Eyes combat route: steps

  1. 01
    Prepare defensive spells, healing and area control before opening the door.
  2. 02
    Enter with a durable character first so the party is not caught in a narrow doorway.
  3. 03
    Prioritise enemies on the ground floor.
  4. 04
    Watch the stairs for Hiero Lue’s patrol.
  5. 05
    Use the balcony and destructible floor carefully during the upper-floor fight.
  6. 06
    Search the first floor and attic after combat.
  7. 07
    Explore the trapped basement only when the house is secure.
  8. 08
    Read the Dead Eyes documents to distinguish their occupation state from the survivor version.

Is Old Garlow’s Place part of the Lower City?

Yes. It is in the Heapside district of the Lower City, near the River Chionthar.

Is there a shop inside?

No functional shop is documented inside the property. Nearby businesses such as Flymm’s Cobblers, Beehive General Goods and Felogyr’s Fireworks are separate locations.

Why are the Dead Eyes in the house?

They occupy the property in progression states where the Anti-Hag Support Group does not form, including outcomes connected to siding with the hag or failing to resolve the Mayrina storyline in the relevant way.

Can Mayrina always be found here?

No. Mayrina’s presence depends on the Act One outcome and the associated Act Three progression. When the Anti-Hag Support Group occupies the property, she is upstairs in sheep form.

Where is Hag’s Bane?

The house contains the named ingredient Ashes of Dried Fey Flower and associated information needed to craft Hag’s Bane. The ingredient is in the ground-floor strongbox according to the location reference. Craft the grenade promptly because the ingredient can otherwise be consumed during alchemy.

Is the beach a separate location?

It is best treated as part of Old Garlow’s Place’s exterior surroundings. It is a small shoreline reached by following the western path and jumping down from the cliff.

Can the cave behind the basement chest be used as an exit?

No. The visible narrow opening is inactive and cannot be used as a route into or out of the building.

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This guide is based primarily on the current Baldur’s Gate 3 location and quest references available through bg3.wiki, supplemented by location listings and quest material. The documented source confirms the building’s floors, conditional occupants, named NPCs, major loot, traps, nearby connections and quest relationships.

The following details can vary by patch, platform, difficulty or random-loot state and should not be treated as fixed without an in-game check:

No separate canonical subarea, business or service inside the building has been established beyond the ground floor, first floor, attic, roof, basement, hidden cave and exterior beach described above.

Sources