Locationmajor

Sword Coast

The Sword Coast is the geographical setting for most of Baldur’s Gate 3.

Importancemajor

Key takeaways

  • The game’s Sword Coast route runs broadly from the Ravaged Beach and Wilderness towards Baldur’s Gate, with Elturel lying to the east or south-east along the Chionthar.
  • The first act includes the Wilderness, Risen Road, Rosymorn Monastery Trail, Mountain Pass and Underdark.
  • Act Two takes place in the Shadow-Cursed Lands, including Reithwin Town, Last Light Inn, Moonrise Towers and the Gauntlet of Shar.
  • Act Three reaches Rivington, Wyrm’s Crossing and the districts and underground areas of Baldur’s Gate.
  • The Sword Coast is a setting and regional label, not a single fast-travel destination or one map.
  • Waterdeep, Neverwinter, Luskan, Candlekeep, Beregost and Nashkel belong to wider Forgotten Realms or earlier Baldur’s Gate continuity, but are not fully explorable regions in the base game.

About this guide

Scope: Base game of Baldur’s Gate 3. This guide treats the Sword Coast as the broad Forgotten Realms region in which the game takes place, not as a single explorable map. The game’s playable areas form only one southern inland stretch of the region, centred on the route between Elturel and Baldur’s Gate. Spoilers: This guide includes major Act One, Act Two and Act Three locations, factions, bosses and progression changes.

Overview

The Sword Coast is the geographical setting for most of Baldur’s Gate 3. It is a large region of north-western Faerûn, running along the Sea of Swords and including major cities such as Baldur’s Gate and, in the wider setting, Waterdeep and Neverwinter. In the game itself, however, the player explores only a relatively small southern section of that region.

The playable journey begins in the wilderness of Elturgard, near the River Chionthar, and eventually follows the Risen Road towards Baldur’s Gate. The route passes through the Wilderness, the Underdark or Mountain Pass, the Shadow-Cursed Lands and the settlements around the city. The game therefore presents the Sword Coast through a chain of connected regional maps rather than one continuous open world.

The name can be misleading. The Sword Coast is not equivalent to Act One’s Wilderness, the Shadow-Cursed Lands, or the city of Baldur’s Gate. Those are separate game regions within a much larger geographical area. Nor does every place shown or mentioned in the Forgotten Realms form part of the playable Sword Coast in Baldur’s Gate 3.

Note

The game focuses on the land around the Chionthar between Elturel and Baldur’s Gate, including the roads, wilderness, ruins, settlements and cursed territories encountered along that journey.

What “Sword Coast” means in this game

The boundaries of the Sword Coast vary between Forgotten Realms sources. The region is generally understood as the north-western coastal area of Faerûn. Its southern limits are often associated with the Cloud Peaks, while possible northern limits range from Waterdeep to Neverwinter or Luskan. Its inland boundary is less precise, overlapping with concepts such as the Western Heartlands and the North.

For Baldur’s Gate 3, the most useful practical definition is narrower:

This explains why the game can contain places that are not coastal. The Risen Road, the Shadow-Cursed Lands, the Underdark and the city’s inland districts are all part of the player’s route through the setting, even though they are not all literally on the coast.

Included in this guide

The following are treated as the playable Sword Coast journey:

Not treated as playable Sword Coast areas

These locations are important to the wider setting but are not normal explorable regions in the base game:

Elturel is central to the political and refugee background of Act One and Act Three, but the player does not explore the city as a conventional game area.

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Included in this guide

Not treated as playable Sword Coast areas

1. Elturgard and the Wilderness

The opening region is best understood as part of Elturgard, the realm associated with Elturel. The in-game Wilderness includes the River Chionthar, the crash site and the route towards the Emerald Grove and Risen Road. The location list describes it as a forested region encompassing part of the Chionthar and a section of the Risen Road.

The Wilderness is not one uniform area. It contains the starting beach, the ruined chapel, the druid settlement, the goblin approach routes and several hidden passages.

Named locations

2. The Risen Road

The Risen Road is the principal overland route towards Baldur’s Gate. It runs parallel to the Chionthar and connects Elturel with the city. In game terms, it is a dangerous road rather than a conventional town or settlement.

Waukeen’s Rest

Waukeen’s Rest is an inn that has been attacked and set ablaze by the Absolute’s forces. It is one of the game’s early time-sensitive locations. The player can rescue trapped occupants, investigate the attack and discover a route into the Zhentarim network.

The fire is not merely scenery. Delaying too long or leaving the area before dealing with the crisis can change or remove rescue opportunities.

Zhentarim Basement

The basement beneath Waukeen’s Rest is a hidden base used by the Zhentarim, also known as the Black Network. It provides an early introduction to the faction’s smuggling and mercantile operations. The area is connected to the broader faction quest involving stolen cargo and the shipment of dangerous goods.

The basement may be peaceful or hostile depending on earlier choices. Its traders can provide useful equipment, but the player should avoid assuming that every Zhentarim member is friendly simply because the area is initially accessible.

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The Emerald Grove and the tiefling crisis

The Emerald Grove is the main social hub of Act One. It is occupied by druids while tiefling refugees seek protection from the goblin threat. The conflict between Kagha, the refugees and the wider druid community forms one of the act’s central political tensions.

The grove’s outcome affects the availability of numerous characters, merchants and quests. Major decisions include:

Important residents and visitors

Residents or associated inhabitants

Visitors or temporary occupants

The grove is also an important early supply point. Arron provides general trading, while Dammon is a smith and has special relevance to Karlach’s personal quest. The grove’s vendors and residents may disappear or become unavailable if the grove falls or the refugee crisis is resolved violently.

Goblin Camp and Shattered Sanctum

The Goblin Camp is an old Selûnite temple occupied by the Cult of the Absolute. Its outer camp, ruined temple and interior sanctum should be treated as separate but connected locations. The location directory identifies the Goblin Camp, Defiled Temple, Shattered Sanctum and Worg Pens as distinct subareas.

The player can infiltrate the camp, rescue Halsin, gather information about the Absolute, attack the leaders or side with the goblins. Some choices permanently affect the grove, the tiefling refugees and companion recruitment.

Camp checklist

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The Mountain Pass is a route beyond the first wilderness region. It leads to the Rosymorn Monastery Trail and then to Crèche Y’llek. The trail is a pilgrimage route between the Wilderness, Rosymorn Monastery and the Shadow-Cursed Lands.

Although the route is associated with Act One, entering it too early can advance or resolve some Wilderness situations. The game warns the player before certain transitions. Treat the warning as a genuine progression check rather than a cosmetic loading-screen message.

Camp checklist: Before committing to a major resolution, consider

Rosymorn Monastery Trail

The area is especially important for Lae’zel and the githyanki storyline.

Rosymorn Monastery

Rosymorn Monastery is a ruined religious complex associated with Lathander. The visible monastery contains puzzles, relics, dangerous wildlife and clues concerning the githyanki presence. Its lower sections lead to Crèche Y’llek.

Crèche Y’llek

Crèche Y’llek is a githyanki base in the monastery’s living quarters. It is not simply a military outpost. It contains githyanki civilians, instructors, guards, merchants and political figures.

The player can explore under diplomatic pretences, use stealth or turn the crèche hostile. If pursuing Lae’zel’s storyline, it is best to visit the crèche before progressing too far into Act Two.

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The Underdark is a vast subterranean network beneath the surface. It is home to drow, duergar, deep gnomes, myconids and other creatures. In the base game, it functions as an alternative Act One route rather than a completely separate campaign branch. The player can reach Act Two through the Underdark after dealing with its major threats.

Named Underdark areas

Ebonlake Grotto

Ebonlake Grotto is the principal myconid settlement. Sovereign Spaw leads the colony, which is threatened by duergar raiders and internal conflict.

The myconids are not automatically hostile. The player can gain their trust by helping against the duergar and by resolving the dispute involving Glut.

Grymforge

Grymforge is an ancient Sharran-built fortress connected to the duergar occupation. It is one of Act One’s most rewarding exploration areas and contains the Adamantine Forge.

Adamantine Forge

The Adamantine Forge allows the player to create special equipment using moulds and mithral ore. The forge requires:

The number of available pieces is limited by the amount of mithral ore discovered. This makes mould selection worth considering before crafting.

Adamantine Forge

  1. 01
    Finding a weapon or armour mould.
  2. 02
    Finding mithral ore.
  3. 03
    Placing both in the forge.
  4. 04
    Activating the forge mechanism.
  5. 05
    Defeating Grym when the forge becomes active.
  6. 06
    Using the lava and forge controls correctly to finish the process.

Arcane Tower

The Arcane Tower is an isolated wizard’s tower protected by Arcane Cannons. It contains environmental puzzles, unusual magical equipment and the storyline connected to Bernard and Lenore.

The tower rewards careful exploration rather than simply fighting upwards. Sussur blooms, electrical devices, hidden floors and written clues all contribute to solving its problems.

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The Shadow-Cursed Lands are a separate regional zone east of the main Sword Coast route. They are covered by the Shadow Curse and include Reithwin Town, Last Light Inn, Moonrise Towers and a large ruined battlefield.

These approaches lead into different parts of the Shadow-Cursed Lands and affect the order in which some encounters are found.

Named locations

Last Light Inn

Last Light Inn is a protected refuge occupied by Harpers and Flaming Fist members. It is the main non-hostile base in Act Two. Its survival depends heavily on the player’s choices.

A major missability warning applies here: if Isobel is kidnapped or the protective magic fails, many residents can die or become hostile. Visit the inn, speak to its inhabitants and resolve available quests before triggering major attacks.

Reithwin Town

Reithwin is a ruined settlement dominated by the legacy of the Thorm family. Its named sites include the House of Healing, Tollhouse, Mason’s Guild, graveyard, Sharran Sanctuary and The Waning Moon.

The town contains several major Act Two bosses or boss-like encounters:

These encounters can be approached through combat, dialogue, deception or specialised character skills. Their outcomes affect experience, loot and the tone of the exploration, but not all are mandatory for reaching Moonrise Towers.

Moonrise Towers

Moonrise Towers is the main stronghold of the Absolute in Act Two. It contains public areas, prison facilities, a rooftop confrontation and the Mind Flayer Colony below. The location directory describes it as the Absolute’s operational base south of Reithwin Town.

The player should visit Moonrise Towers before the end of Act Two even if planning to attack it later. Infiltration provides:

The prison’s prisoners can be killed or lost if the player advances too far. The final point of no return around the Gauntlet of Shar should therefore be treated seriously.

Grand Mausoleum and Gauntlet of Shar

The Grand Mausoleum is the Thorm family mausoleum and the entrance to the Gauntlet of Shar. The gauntlet is essential to Shadowheart’s personal quest and to the Act Two plot.

Before entering the Shadowfell, complete as much as possible in:

Entering the Shadowfell is one of the game’s most important progression thresholds. It can alter Moonrise prisoners, the Nightsong storyline, Last Light Inn outcomes and several Act Two quests.

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Grand Mausoleum and Gauntlet of Shar

Rivington

Rivington is the southernmost district of Baldur’s Gate’s wider Act Three region. It lies south of Wyrm’s Crossing on the southern bank of the Chionthar.

Rivington introduces the refugee crisis, the murder investigation at the Open Hand Temple, the Gur’s search for Astarion’s victims and the political pressure exerted by the city’s checkpoints.

Functional services

The South Span Checkpoint controls passage towards Wyrm’s Crossing. Depending on the player’s choices, it can be bypassed, deceived or confronted.

Named locations include

Functional services

Functional services
NameDetails
Rivington Generalweapons and armour shop run by Gyldro Angleiron and Exxvikyap.
Sword Coast Courierspost office and pigeon-carrier facility.
Circus of the Last Daysextraplanar circus with activities, performers and a major shapeshifter encounter.
Open Hand Templeinvestigation site and religious refuge.
Gur Campstory location associated with the vampire-spawn plot.

Wyrm’s Crossing

Wyrm’s Crossing connects Rivington with Baldur’s Gate. It includes commercial buildings, the bridge area, Sharess’ Caress and Wyrm’s Rock Fortress.

Named locations

Danthelon’s Dancing Axe is both a weapons and armour shop and a Harper safehouse. Sharess’ Caress is a house of pleasure run by Mamzell Amira and Kira. Wyrm’s Rock Fortress is an important Flaming Fist headquarters and the seat of Gortash’s political power.

The city’s checkpoint and fortress systems are closely connected to the Steel Watch storyline. Players can:

Named locations

Baldur’s Gate

Baldur’s Gate is a large region within Act Three, not merely one city map. It lies on the banks of the Chionthar and is founded in the setting’s history by Balduran. The game’s Baldur’s Gate includes the Lower City, Upper City and Undercity, with numerous separate interiors and underground areas.

Shops and businesses

The Lower City contains a dense group of shops and named storefronts. The location directory records:

Not every named storefront is a fully functional shop. Some are scenery, homes or mission locations. Services should therefore be checked in-game rather than inferred from a business name.

Major quest hubs

Elfsong Tavern is a central base in Act Three. It houses refugees, adventurers and story characters and can become the player’s principal city camp.

Sorcerous Sundries is a major magical marketplace associated with Lorroakan and contains access to Ramazith’s Tower and the Sorcerous Vault.

Devil’s Fee is run by Helsik and provides the route to the House of Hope.

Counting House is a banking and storage facility connected to the Stone Lord storyline and the Guild.

House of Grief is the public-facing entrance to the Sharran cloister and a major part of Shadowheart’s personal quest.

Szarr Palace is Cazador Szarr’s residence and the setting for the conclusion of Astarion’s vampire-spawn storyline.

Steel Watch Foundry is the factory responsible for Gortash’s Steel Watch. Its destruction changes the political and military balance of Baldur’s Gate.

Flymm Cargo links the city to the Iron Throne and the Lower City Sewers.

Water Queen’s House is an outdoor Umberlee temple overseen by Wavemistress Allandra Grey.

Main divisions

Lower City named locations

Shops and businesses

Underground Baldur’s Gate

The city’s underground is a substantial part of Act Three rather than a collection of minor tunnels.

Undercity Ruins

The Undercity Ruins are the remains of an older city beneath Baldur’s Gate. They include:

These areas are tied to the murder investigation, Orin, the cult of Bhaal and the final stages of the city’s main plot.

Upper City

The Upper City is the wealthy district of patriar families. Its named areas include:

The Upper City is primarily associated with the final political and military phase of Act Three.

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Lower City Sewers: The sewers contain

Undercity Ruins

Upper City

Upper City

Upper City
FactionPrincipal areasRole
Tiefling refugeesEmerald Grove, Rivington, Last Light InnDisplaced survivors travelling from Elturel
DruidsEmerald GroveProtectors of the grove divided over the refugees
Cult of the AbsoluteGoblin Camp, Moonrise TowersMain enemy organisation in Acts One and Two
GithyankiMountain Pass, Rosymorn Monastery, Crèche Y’llekPursuers of the Astral Prism and enemies of mind flayers
MyconidsEbonlake GrottoUnderdark faction threatened by duergar
DuergarGrymforge, Decrepit VillageSlavers and occupiers in the Underdark
ZhentarimZhentarim Basement, Baldur’s GateCriminal mercantile network
HarpersLast Light Inn, Danthelon’s Dancing AxeResistance network opposing the Absolute
Flaming FistWaukeen’s Rest, Last Light Inn, Wyrm’s Rock, Baldur’s GateCity military and law enforcement
SharransGauntlet of Shar, House of GriefReligious faction devoted to Shar
BhaalistsUndercity, Bhaal TempleMurder cult manipulating Baldur’s Gate
GuildBaldur’s Gate sewers and Counting HouseCriminal organisation opposed to the Stone Lord
Steel WatchWyrm’s Crossing, Baldur’s GateGortash’s construct enforcement force
Umberlee’s clergyWater Queen’s HouseTemple faction linked to the city’s maritime culture

Thorough Act One route

  1. 01
    Explore Ravaged Beach and the Overgrown Ruins.
  2. 02
    Visit Emerald Grove before committing to the goblin conflict.
  3. 03
    Investigate Kagha and speak to Zevlor.
  4. 04
    Explore the Forest and Owlbear Nest.
  5. 05
    Visit the Goblin Camp and Shattered Sanctum.
  6. 06
    Travel along the Risen Road.
  7. 07
    Resolve Waukeen’s Rest promptly.
  8. 08
    Visit the Zhentarim Basement.
  9. 09
    Choose either the Mountain Pass, Underdark or both.
  10. 10
    Complete Rosymorn Monastery and Crèche Y’llek.
  11. 11
    Explore Ebonlake Grotto, Arcane Tower and Grymforge.
  12. 12
    Craft at the Adamantine Forge before leaving the Underdark.

Safe Act Two route

  1. 01
    Establish a base at Last Light Inn.
  2. 02
    Speak to Jaheira, Isobel and the surviving refugees.
  3. 03
    Visit Moonrise Towers before attacking it.
  4. 04
    Rescue prisoners if possible.
  5. 05
    Explore Reithwin Town and its Thorm sites.
  6. 06
    Investigate the House of Healing and The Waning Moon.
  7. 07
    Complete the Gauntlet of Shar.
  8. 08
    Finish remaining Moonrise and Last Light quests.
  9. 09
    Enter the Shadowfell only when ready for major progression changes.
  10. 10
    Assault Moonrise Towers and complete the Mind Flayer Colony.

Act Three checklist

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The Sword Coast is one of the most frequently used regions in the Forgotten Realms. Earlier Baldur’s Gate games also focused on Baldur’s Gate and the lands south of the city, including places such as Candlekeep, Beregost, Nashkel and the Cloud Peaks. Those locations belong to the same broad setting but are not recreated as full regions in Baldur’s Gate 3.

The third game’s use of the Sword Coast is therefore both a continuation and a contraction. It preserves Baldur’s Gate, the Chionthar, the Flaming Fist, the Zhentarim and many setting traditions, while concentrating the playable campaign on a route shaped by the nautiloid crash, the Absolute crisis and the return to Baldur’s Gate.

The game also deliberately separates several geographical and planar states:

These areas should not be merged into one physical map merely because the player can travel between them.

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This guide defines the playable base-game Sword Coast rather than attempting to catalogue every Sword Coast location in all Forgotten Realms sourcebooks. The region’s wider borders are inconsistent between editions and references, especially to the north and inland.

The base game also does not provide a complete, official in-world map placing every Act One and Act Two subarea with exact real-world-style coordinates. The route between Elturel, the crash site, Moonrise Towers and Baldur’s Gate is narratively clear, but precise distances and some regional placements remain deliberately abstract.

Finally, the named directories above consolidate the principal location pages and subareas verified in the researched base-game location list. They should not be read as proof that every unnamed house, stall, decorative sign or generic background structure has been individually catalogued. The game contains many such scenery elements, and a truly exhaustive shopfront and minor-interior register would require a dedicated area-by-area object audit.

Before confronting the final sequence, consider completing

Sources