Look, let’s be real. You’ve probably spent hours wandering the Underdark, dodging Bibberbang and wondering if you should just take the elevator to Act 2. Then you find the boat. You end up at Baldur’s Gate 3 Grymforge, and suddenly the game gets a whole lot more stressful.
There’s a cave-in, a bunch of angry Duergar, and a legendary forge that sounds amazing but seems impossible to find. Most people treat this place as a quick pit stop. They rush Nere, grab some loot, and leave. That is a massive mistake.
Honestly, Grymforge is arguably the most important zone in Act 1 for your long-term survival. If you skip the gear here, you're making Act 2 twice as hard for no reason.
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The Nere Problem: It’s Actually a Timer
The first thing you’ll notice when you arrive at the docks is that everyone is panicking about True Soul Nere. He’s trapped behind rubble, and he’s breathing in poison gas. Here is the thing: the game is not joking about the urgency.
If you take two long rests after reaching the Grymforge, Nere dies. Simple as that. You’ll find his corpse, the gnomes will be gone, and you’ll miss out on a ton of dialogue and potential rewards.
You need explosives. Most players go hunting for the Runepowder Vial held by Philomeen. She’s hiding in a secret area accessed by a button near the docks. Word of advice: don't just run up to her. She’s jumpy. If you fail the dialogue, she’ll blow the whole place (and you) to smithereens.
Siding With the Rebels
The most satisfying way to handle the Nere fight isn't just charging in. Talk to Elder Brithvar first. He’s the Duergar standing near the cave-in who looks like he’s had a really bad day. He hates Nere because the guy hasn't paid his workers.
You can strike a deal.
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Tell him you’ll help take Nere down. He’ll ask you to destroy the Scrying Eye first—do this in a quiet corner so you don't aggro the whole camp. When the rubble finally clears and Nere comes out acting like a typical cultist, Brithvar will jump in. Having half the room on your side makes this fight a breeze compared to taking on the Absolute cultists and the Duergar at once.
Finding the Actual Adamantine Forge
Finding the forge itself is a bit of a platforming nightmare. You have to head up the stairs past the main excavation site and find the hanging metal walkways. You’ll be using the levers to move platforms back and forth.
It feels like a puzzle from a different game, but the reward is worth the headache.
You’re looking for two things: Mithral Ore and Moulds.
There are only two veins of Mithral in the entire game. Both are in Grymforge. One is guarded by Magma Mephits near the Ancient Forge waypoint. The other is tucked away down a path to the left of the bridge leading to the forge.
Don't waste these.
What Should You Actually Craft?
You only get two items. Choose wisely.
- Adamantine Splint Armour (Heavy): This is the gold standard. It makes the wearer immune to critical hits. In a game where a random crit can end an Honour Mode run, this is basically a cheat code.
- Adamantine Scale Mail (Medium): Same crit immunity, but for your Dexterity-based characters.
- Adamantine Shield: Great for Shadowheart. It makes enemies "Reeling" when they miss you.
Basically, skip the weapons. You’ll find better swords and maces by the middle of Act 2, but that heavy armor can easily last you until the final boss of the game. I’m serious. The damage reduction and crit immunity are that good.
The Grym Boss Fight: Stop Hitting It!
Once you put the ore and the mould in the forge and pull the lever, you meet Grym. He’s a massive mechanical golem, and he’s probably the first "gimmick" boss that will wipe your party if you don't pay attention.
He is immune to almost everything.
The only way to hurt him is to make him "Superheated" by standing him in the lava.
The Hammer Method
The intended way to kill him is to lure him to the center of the forge (the anvil) and pull the lever to drop the massive piston on his head. It deals massive bludgeoning damage.
The trick? Grym always targets the last person who hit him.
- Position one person on the lever.
- Position another on the circular platform across from the lever.
- Have the person on the platform shoot Grym.
- Grym walks onto the anvil.
- WHAM.
Just watch out for the Magma Mephits that spawn after the first hit. They’ll try to ruin your day while you’re waiting for the lava to refill.
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The Owlbear Strategy
If you want to be ridiculous, there’s always the "Crushing Flight" tactic. If you have a Druid, turn into an Owlbear, use Enlarge, and jump on Grym from the high railings above the forge. Because weight and height factor into jump damage in the Larian engine, you can actually one-shot him. It’s glorious and feels slightly like breaking the game, because you are.
Secrets Most People Walk Right Past
Grymforge is dense. There’s a "Sentient Amulet" hidden in a chest in the middle of a lava pool. You have to hop across some rocks to get to it. The amulet contains the spirit of a monk who... well, he’s a bit much. But it starts a quest that doesn't finish until Act 3, and the free "Shatter" spell it gives you is handy.
Also, keep an eye out for the Rothe.
The Deep Rothe are being abused by their handlers to clear the rubble. If you have "Speak with Animals," you can convince them to rebel. They’ll help you clear the path to the forge area and even help you fight the Duergar. It’s much easier than trying to blow everything up yourself.
Actionable Steps for Your Run
To make the most of your time in the Baldur’s Gate 3 Grymforge, follow this specific order to ensure you don't miss anything or get soft-locked:
- Don't Long Rest too much: As soon as you land, the Nere timer starts. Get the explosives and deal with him before you do anything else.
- Kill the Scrying Eye first: If you're planning a rebellion with Brithvar, take out the eye while it's wandering the hallways.
- Grab both Mithral veins: You need to explore the edges of the lava maps. Look for the blue-ish glowing rocks.
- Prioritize Armor: Craft the Splint and the Scale mail. The weapons are tempting but ultimately replaceable.
- Bring Bludgeoning Weapons: If you decide to fight Grym without the hammer, bring a Monk or a Fighter with a warhammer. He’s vulnerable to bludgeoning damage, which makes the fight ten times faster.
Once you’ve cleared the forge and dealt with Nere, you’re finally ready for the Shadow-Cursed Lands. You’ll be walking into Act 2 with some of the best defensive gear in the game, and honestly, you’re going to need it.
The gear you make here isn't just an upgrade; it's a foundation for the rest of your playthrough. Don't leave until the forge is cold.
Next Steps
To fully prep for the next leg of your journey, make sure you've also completed the Masterwork Weapon quest in the Blighted Village, as those weapons can be a decent secondary option if you chose armor at the forge. If you've already cleared Grymforge, your next move should be heading back to the Mountain Pass to hit the Githyanki Crèche for even more elite Act 1 loot before the "point of no return" in the Shadow-Cursed Lands.