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Flymm's Cobblers

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Lower City
Lora's House
Beehive General Goods Flymm's Cobblers Felogyr's Fireworks
Old Garlow's Place
Flymm's Cobblers is a Location within the Lower City in Act Three of Baldur's Gate 3.
Flymm's Cobblers. Walk in a pauper, strut out a duke.
— Plaque at the door of Flymm's Cobblers[1]

Overview[edit | edit source]

Flymm's Cobblers is a small building just south of the Stormshore Armoury through the Lower City Central Wall gate. It serves as both a shoemaking store and home to the Flymm family.

The only entrance is at X: -34 Y: -110, half-hidden under the overhanging first floor of the house. The building has no basement.
The ground floor is a cobbler's store, where both owners are located. The first floor is comprised of a bedroom, kitchen, and workshop.

Involvement[edit | edit source]

Upon entering the store, a passive DC 7 Perception check DC 7 Perception check highlights the portrait of Enver GortashEnver Gortash on the wall above the counter. Unlike mass-printed posters all around the city, this is a painted picture and any interacting party member comments on it.[2]

The store owners, DravoDravo and Sally FlymmSally Flymm, if spoken to, are revealed as Gortash's parents. The dialogue with both offers and option to roll a DC 10 Detect Thoughts check DC 10 Detect Thoughts check. A successful check results in markedly different options.

Dravo's mind appears clear and empty, but Sally responds to the attempt with a faint cry for help. If the interacting party member then uses Illithid dialogue option (without any checks), they learn that both are tadpoled, the worm blocking their true identity from breaking out. Sally can then be questioned to shed some light on Gortash's personality and Machiavellian path to power.

On the first floor, a locked chest is next to the bed. It requires either a key carried by Sally or a DC 20 Sleight of Hand check DC 20 Sleight of Hand check to open. Inside is some minor loot and a Scrapbook of Letters, which is actually a collection of missives between Gortash and the Dark UrgeDark Urge about initiating the Dead Three's power-ascending plot. However, if one is playing as the Dark Urge origin, reading it does not add anything to their personal quest.[verify] It does, however, progress all quests which concern OrpheusOrpheus and / or RaphaelRaphael, as it mentions HelsikHelsik as one who can provide a portal into the Nine Hells.

The ground floor and the first floor rooms can be looted for several pairs of common shoes, all of which are red-outlined. Also, both Sally and Dravo can be pickpocketed for a hefty sum of gold (over 1500 each).

Companion interactions[edit | edit source]

If KarlachKarlach is in the party, she reacts rather sarcastically to meeting Gortash's parents. If the party have successfully interrogated Sally about her story and the story of her son, Karlach afterwards prompts a dialogue. She remarks that the way Gortash betrayed her may be the result of how his parents regarded him and what they eventually did to him. Still, this fact does not excuse him the slightest in her eyes.

Outside the building[edit | edit source]

There are several NPC vignettes placed around Flymm's Cobblers.

  • On a porch to the west of the shop Honest VendorHonest Vendor offers 'protection charms' to ward off the Absolute. Unsurprisingly, his 'charms' are simply mundane, non-magical rings and necklaces. Two gilded chests standing beneath his stall keep the same common valuables. CivilianCivilian seeks his help to save her fiance from the cult, but is reluctant to buy his goods openly.
  • Under the archway of the Lower City Central Wall the Flaming Fist patrol of LarcheLarche, NephelNephel, ShargilShargil and a Steel WatcherSteel Watcher has detained several citizens - BurzenbergBurzenberg, MoorinoMoorino and Courier HaraCourier Hara. The automaton scans each civilian one by one, while the guards order them (and the party) to stay calm and obey their instructions.
  • If the Steel Watch Foundry is destroyed, the aforementioned patrol and all detained citizens disappear. Instead, after a Long Rest, two children, MarkizaMarkiza and DooberDoober, come to look at and possibly play with the remains of the Watcher. Both are fascinated by the broken machine, but Markiza mentions a rotten smell coming from it.

Related locations[edit | edit source]

Related Quests[edit | edit source]

Characters[edit | edit source]

Outside the building[edit | edit source]

Related literature[edit | edit source]

External links[edit | edit source]

Footnotes and references[edit | edit source]

  1. The text of the plaque contains an almost open hint on Gortash'sGortash's life journey and career up to the game events.
  2. This canvas resembles the one which was in progress by a painter in the cutscene between Gortash and OrinOrin disguised as Flaming Fist that opens the Act Three.