The Adamantine Forge - Baldur's Gate III Guide - IGN (2024)

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The Adamantine Forge is a side quest in Baldur’s Gate 3 where you’ll piece together various scraps of information to find and utilize a powerful forge to create new weapons and armor. This can be a lengthy quest due to the three pieces of information you need to gather, in addition to actually using it to find the forge, so our walkthrough will guide you through all of those steps, in addition to providing advice for defeating the powerful foe waiting at the end.

The Adamantine Forge Walkthrough

Looking for something in particular? Click the links below to jump to…

  • How to Start The Adamantine Forge
  • Piecing the Information Together
  • To the Forge
  • Defeating Grym

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How to Start The Adamantine Forge

For the safest way to begin this quest, head to the Myconid Colony in the Underdark. If you entered from the Shattered Sanctum, it will be northwest of you, past a pair of minotaurs. Head west into the camp until you come across a merchant named Derryth Bonecloak. She’ll be standing beside a blue wall made of brambles. Attack the wall to discover a chamber with a corpse inside, which you should loot for a book about “Lumph Mating Rituals.” Closer investigation of the book reveals that it’s an illusion concealing the book’s true topic: the Adamantine Forge. You can also learn about it by using “Speak with the Dead” and conversing with the Pale Corpse, focusing your questions on why they were in the Underdark. You’ll learn of the forge, and also that there were 3 drow each with a key piece of information regarding the forge: how to operate the machine.

While the chamber with the Pale Corpse can also be accessed by completing the quest Defeat the Duergar Intruders, there are no apparent consequences for destroying the entryway beforehand.

Piecing the Information Together

Heading west from the Myconid Colony to the Sussur Tree roots will have you crossing paths with another of the drow, Filro the Forgotten.

He has a camp on a cliff just west of the tree, and he’s another of the trio that were searching for the forge. He’s gone insane so you’ll likely need to kill him so you can learn a little more about what’s guarding the Adamantine Forge. You can take his notes for a hint at the guardian’s weakness, or use Speak with Dead. Be careful when seeking him out, he lives with a couple of Hook Horrors, tough monstrosities that can knock your allies off of the Sussur Tree roots or cliffs with a single blow.

The third and final drow, Dhourn, is also guarded by a fierce opponent: a spectator! They can be located just west of the temple to Selune in the southeast section of the Underdark. Head out the broken window on the west side to find a cavernous area full of petrified statues. As you enter, the spectator will surprise your party and initiate combat. On each round of combat, the spectator will de-petrify one of the statues, adding a charmed drow to the battle, but any damage dealt to these drow will break the spell and turn them into neutral allies.

This battle is difficult so be sure to rest and save before approaching the area. When it’s over, speak to Dhourn if he survived, and get whatever information you can from him. He may become hostile, but killing him and using the memory crystal looted from his body will show you the location of the forge.

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Helpful Hint

If you’ve found and looted all three of the drows listed above, you’ll have 3 separate pieces of a spear, the Icy Crystal, Icy Helve and Icy Metal. Combine them to create a magical quarterstaff, the Mourning Frost, which is useful for spellcasters with cold spells in their arsenal.

To the Forge

Once you’ve gathered information from the three drows, you can head after the forge. This requires taking the duergar ship docked at the southwest camp in the Underdark. If you’ve found Thulla’s boots Gekh Coal will allow you to take his boat across the lake to Grymforge.

After arriving in Grymforge, you’ll likely need to focus on the quest “Free True Soul Nere” but if you’re not concerned about the consequences of failing that quest, or if you’ve already completed it, then it’s time to reach the forge. This can be a bit tricky but if you use the pictures and directions we provide, you’ll get there in no time.

Important Note

As you travel around Grymforge, you’ll come across various moulds for weapons and armor. These will be what you use to determine what kind of equipment you can create at the forge, so hold onto them.

Head south, toward where True Soul Nere is trapped, until you see a dilapidated stone column nearby - Brithvar is standing right beside it.

You’ll need to jump across a small gap onto it, then head south toward a pair of levers up a staircase.

Next, separate your party and take control of the character that can jump the farthest and head north, then west. You need to have this character jump onto the black metal platforms that resemble a catwalk, then head back south.

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At the end of this walkway, you’ll see a small metal platform suspended independently from the ceiling. The two levers control the position of the platform, so have your solo character jump onto it, then use the two levers to carry them across the room.

From here, have them jump down to the clearing with a teleport sigil, which you can then activate and have the rest of your team teleport over to it. Now that the gang’s all together, you’ll need to defeat the group of enemies to the south.

They’re blocking the way to a chunk of Mithral; destroy it with magic or your weapons and collect the ore that’s left behind. This is what you’ll use in the forge to create your weapons or armor.

Next, head down the central staircase to the large circular platform; you’ve arrived at your destination: the Adamantine Forge.

In order to activate it, you need to insert a mould, then add the Mithral ore to the crucible in the center, and finally use the forge lever that activates the massive hammer.

This will lower the forge, where you can then activate the valve by the large grate to fill the forge with lava.

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This will start a fight with the guardian of the forge, so make sure your team isn’t grouped up, because they’ll be susceptible to area of effect attacks.

Defeating Grym

This boss is one of the toughest challenges you’ll have faced so far. While Grym is fighting you all by itself, it has a massive health pool, many resistances, and is capable of attacking multiple characters at a time. As it emerges from the grate, you may notice it’s being affected by the status affliction Superheated. This lowers its resistance to certain types of damage and makes it especially vulnerable to bludgeoning damage. Additionally, it will focus its attention on the most recent attacker, allowing you to manipulate its behavior somewhat. Exploiting these two aspects of the Grym gives you a unique opportunity to defeat the creature.

If you want to inflict massive damage on Grym, have one of your characters waiting on the central crucible before the fight starts, and have another standing by the forge lever. The first round of combat you can attack Grym freely, since it will use its first turn to ‘awaken’. Next, have your crucible character attack Grym, then jump to one of the platforms opposite the grate. Have the rest of your characters either skip their turns or use abilities that will not harm Grym, such as Mage Armor or Invoke Duplicity, in order to keep it focused on your character across the forge. On its next turn, the Grym will ideally head directly onto the central platform of forge, in an attempt to chase down the character that attacked it. Now you can use the forge lever to crush the Grym with the forge hammer, knocking it prone and dealing upwards of 100 damage. Grym must be superheated, otherwise it is completely immune to bludgeoning damage. You can only do this once before needing to re-heat Grym, because the impact of the forge hammer removes the superheated affliction.

Once Grym has been defeated, use the forge lever (if you didn’t already use it during the battle) to create an item. What you get depends on the mould you used, so use whatever your party can benefit from most, such as the scale mail mold for someone who uses medium armor, or a shield for your cleric.

This brings the quest to an end, but if you find more Mithral ore, you can always come back to create more items, and you won’t have to fight Grym next time.

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Use the lever on the opposite side from the grate to raise the platform so you can continue to explore the area.

See How to Use the Adamantine Forge for more information on where to find minthral ores, how to craft weapons and armor, and to see a list of all Adamantine forge ites.

For more side quests in the area, use the links below:

  • Free True Soul Nere
  • Save the Grymforge Gnomes
  • Deliver Nere's Head

Up Next: Beginner's Guide - Essential Tips and Tricks

PreviousBlood in Baldur’s Gate EventNextBeginner's Guide - Essential Tips and Tricks

Top Guide Sections

  • Beginner's Guide - Essential Tips and Tricks
  • Walkthrough
  • Things to Do First
  • Things Baldur's Gate 3 Doesn't Tell You

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In This Guide

The Adamantine Forge - Baldur's Gate III Guide - IGN (1)

Baldur's Gate III

Larian Studios

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PlayStation 5Xbox Series X|SPCMacintoshStadia

Related Guides

OverviewBeginner's Guide - Essential Tips and TricksWalkthroughThings to Do First

The Adamantine Forge - Baldur's Gate III Guide - IGN (2024)

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