Ever since Baldur's Gate 3 was announced, fans of the series have been excited to return to the titular city and explore its secrets. On top of the main quest and companion questlines, there are lots of other hidden gems to keep the party busy within the walls of Baldur's Gate. From hidden hideouts to lore to items, there's so much to uncover in Act Three of Baldur's Gate 3.
[Warning: The following article contains spoilers for Baldur's Gate 3.]
While all of Baldur's Gate 3's Act Three takes place in the lower city of Baldur's Gate, that doesn't mean there aren't plenty of hidden areas and secrets tucked away. Larian Studios has made sure that every house and alley has something interesting to stumble across, making exploring the city an absolute joy. As the many storyline threads come together in the final act and Baldur’s Gate 3’s ending draws closer, there is still plenty to surprise those who are on their second or even third playthrough.
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10 Tara
Arriving in Act Three, the first place visited is the town of Rivington, which is packed with refugees and a circus. With all the commotion, it can be easy to miss the quest about some missing letter which can be gotten from the postmaster. This quest is made easier with speak with animals, as the pigeons upstairs can be asked why their brethren have gone missing, and they will direct the party to the roof of the Open Hand Temple across the street. There, up on the roof, is Gale’s beloved tressym, Tara, who has been snacking on pigeons while searching for him. She has the missing letters, which can be returned, and a present for Gale.
9 Gur Camp
Also in Rivington is a very easily missed camp that links to Astarion's personal questline. Over on the East side of the map, behind the abandoned windmill, is the Gur Camp. This is the same group that sent Gandrel to find Astarion in Act One, and they are not happy to see him. Interactions can vary slightly depending on choices made with Gandrel, but the Gur can be persuaded not to attack. They want help finding their missing children, who Astarion stole for Cazador, and while his quest can be completed without speaking to the Gur, interacting with them adds extra depth to Astarion and his history.
8 The Wyrmway
The Wyrmway is an extremely well-hidden area in Act Three of Baldur's Gate 3, which not only has some great loot in the form of legendary items but also some amazing lore about the Emperor. Just before leaving the Rivington area and going into the city itself, there is a wooden bridge. Jumping off the right-hand side of this bridge, using either feather fall or fly, and following the dirt path around, the party will find a hidden entrance.
This will lead inside Wyrm's Rock Prison, and the party will have to sneak through, heading towards the main entrance; this area can also be accessed via Wyrm's Rock by heading down the stairs. Off to the side, there are two dragon head decorations on the wall, which both need to be hit with lightning to open the secret wall. This will open the way to the Wyrmway dungeon, which is full of puzzles and timed challenges, along with a boss fight.
7 Jaheira's Hideout
Once inside the city itself, the party should take Jaheira all the way over to the West, close to the Baldur's Gate waypoint. There, they will find Elerrathin's Home, and an interesting family reunion can take place as Jaheira speaks with her children. However, there is also a secret hideout here where Jaheira keeps all her best equipment. By solving a puzzle involving a Harper pin to access the area, the party will be rewarded with Belm, a rare scimitar, the Staff of the Ram, and a ring from Jaheira's beloved Khalid, which is a nice nod to the previous Baldur’s Gate games.
6 Cazador's Palace
As Astarion learns to trust the party more, he will open up about his former master, Cazador, and the culmination of his quest is to find and kill the master vampire. However, Cazador's Palace isn't particularly well-marked on the map, which can lead to the assumption that it's located in the Upper City. This misunderstanding has led many to put off the quest and never properly finish Astarion's story.
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Cazador's Palace can be accessed from the Lower City by heading to the Lower City Central Wall fast travel point. From there, the party should head up onto the wall, either by going through the door to the left of the waypoint and up the stairs or jumping up on the wooden platform next to the wall. Then, simply follow the wall, speaking to guards who can be fought or convinced to let the party through, and eventually, the doors to Cazador's Palace can be seen.
5 Vanra & Auntie Ethel
A hidden sidequest with links to Act One can be found in the Flaming Fist barracks near the Basilisk Gate waypoint. Here, the party will meet Lora, who is begging the guard to help her find her missing daughter, Vanra. Accepting the quest will take the party to the Blushing Mermaid, an inn made out of an old ship, where patrons can be asked about the missing girl.
Eventually, the party will be directed to Captain Grizly, who turns out to be Auntie Ethel, the hag from Act One. Even if defeated in her lair, Auntie Ethel will return and she has eaten Vanra. This leads to the quest “Help the Hag Survivors” and has some great rewards, including a legendary rapier. Taking Ethel down a second time is no easy task with the added challenge of saving Vanra, and it's worth completing Ethel's quest in Act One before attempting this.
4 Markoheshkir & The Robe Of The Weave
Sorcerous Sundries is located almost in the middle of the city map and is a key location for the Nightsong quest. However, there is also some amazing loot, which is very easily missed. Once up in Ramazith Tower with Lorroakan and the quest has been resolved however the party wishes, it is possible to go down to the lower level. This can be done via the balcony outside using fly or feather fall or by jumping down the floating furniture inside the tower.
Down on this level is a Weave sign with an invisible button underneath it that says "below," which will take the party deeper into the tower. In this area are two magic items with DC 20 Arcana checks needed to take down the barriers over them. However, once successful, the party will have the Robe of the Weave and the legendary staff Markoheshkir, both of which are excellent for spellcasters.
3 Mind Flayer Tadpole Cache
Down at the docks, almost right next to the fast travel point, is a ship. While it might not look like much, its cargo is very interesting as in a container close to the stern are six mind flayer parasites. These can be used to enhance illithid powers, assuming the party is going down that route. Taking the mind flayer parasites will count as stealing, though, so it might be best to eliminate the Steel Watch before grabbing these tadpoles.
2 Lord Gortash's Parents
Close to the Lower City Central Wall waypoint is the unassuming-looking Flymm's Cobblers. Here, players can meet Sally and Dravo Flymm, who are Lord Enver Gortash's parents, and are unfortunately under the influence of the Absolute. There is no loot in this area, but there is some fascinating lore about Gortash and his background. Upstairs, there is a journal, which is a collection of letters between Gortash and Orin revealing the beginning of their plans to get the netherstones.
1 The Mystic Carrion
"Defeat Mystic Carrion" and "Find Mystic Carrion's Servant" are quests involving a mummy lord and his undead servants, and are easy to miss unless listening to ambient NPC dialogue about the smell. The Mystic Carrion can be found in the south of the Lower City in Philgrave's Mansion, almost directly next to the Heapside Strand waypoint. Once inside, the Mystic Carrion will ask the party to find his missing undead servants who have run away.
When found, they will ask that the party kill the Mystic Carrion to free them. The choice will change the length of the quest, but the result is the same, with the reward being the Torch of Revocation. This item is required to help save the painter Oskar during the long "Free the Artist" quest and shows perfectly how hidden areas and quests in Baldur's Gate 3 interlink.