Ad placeholder
Guildhall

| Undercity | ||||
| Lower City Sewers | ||||
| ↑ | ||||
| Guildhall | ||||

“The Guildhall has one rule: All crime stays in the city streets, where it belongs. Break this rule and you die.„
Overview[edit section | visual editor]
The Guildhall[1] is a separate part of the Lower City Sewers. It is the underground headquarters of The Guild – the main criminal syndicate in Baldur’s Gate and the city suburbs.
The Guildhall, however, is not choke-packed with thugs and thieves. It is more a joint management centre for disparate local gangs and solitary dealers, as well as a social space with shady characters and merchants dealing in "pre-owned stuff", illicit goods, services and leisures, and of course trading information.
During the game's events, the Guild (and by extension the Guildhall) is run by the Guildmaster Astele Keene, also known as Nine-Fingers Keene or simply Nine-Fingers. When the party arrive to Baldur's Gate, the Guild's positions have already been substantively undermined by the actions of a newly-sprung gang led by the Stone Lord. To regain turf, Nine-Fingers struck a deal with the Zhentarim, a trading and mercenary organization with back-alley morals. For this reason, several members of the Zhentarim are also present in the Guildhall.
Access[edit section | visual editor]

The Guildhall can be accessed either from underground via the Lower City Sewers or above ground through the Guildhall Entrance in the Lower City.
Underground route[edit section | visual editor]
The fastest route is using the manhole at X: 127 Y: -30 in the alley north of the Basilisk Gate Barracks and then smashing through the western wall at X: 38 Y: 784 ( DC 15 Perception Check to detect the wall). The party must then follow the path west to a locked door labelled No Entry - No Exit ( DC 20 Sleight of Hand Check) to the Guildhall bar at X: -14 Y: 772. Although the door is red-outlined, there are no repercussions to lockpocking or using it in either direction.
Alternatively, the party can descend into the sewers from the Knights of the Shield Hideout. Behind the door is a room trapped with vents emitting poison clouds. The traps are disabled with a lever at X: 18 Y: 793 (can be triggered with a ranged attack). Jumping up into the wall breach above the lever leads the party into the same room with the door to the Guildhall bar. The vents' room is also accessible through the breach in the wall across the lever (where the sewer chute is from the Heapside Prison).
Finally, if the party find and unlock the movable wall section leading from the secret hideout of Nine-Fingers' office (see below), they can use it afterwards as another entrance into the Guildhall from the sewers.
Guildhall entrance[edit section | visual editor]
Above ground, the Guildhall Entrance is in a narrow alleyway in the Brampton district of Baldur's Gate. It hides in a half-ruined building at X: 62 Y: -99, behind the Barren's Coop and across from Bruc and Pishe's Emporium, posing as a trading establishment, apparently used by the Guild as a correspondence addressee.
The alley is guarded by Tusgront and several other Guild members. When the party approach Tusgront for the first time, he starts a dialogue. There are several options to get past him:
- If the party side with Farlin during the events on the Western Beach in Rivington, Tusgront recognizes them and allows entry.
- If Jaheira is present, selecting the option "Careful, that's the High Harper Jaheira you're speaking to" smooths the way.
- Succeeding a dialogue check. Full list of options when dealing with Tusgront is on the Aid the Underduke quest page.
Alternatively, the party can find a Guild Ring and insert it into the wall slot at X: 59 Y: -97 to reveal the entrance.[See: Bugs] Two such rings are inside the Bruc and Pishe's Emporium. The entrance into it at X: 56 Y: -104 is locked (requires DC 10 Sleight of Hand Check to lockpick), but breaking in is not considered a crime.
Entering the Guildhall through either route for the first time grants one or more of the following inspirations:
- Back into the Familiar ( Criminal backgrounds)
- Beneath the Gate ( Outlander backgrounds)
- Home Sweet Home ( Urchin backgrounds)
- Underbelly Diplomat ( Noble backgrounds)
Also, gaining peaceful access through the Tusgront's alley grants the Friends in Low Places inspiration for characters with the Charlatan background.
In the mailbox above the Guildhall Entrance is the Counting House Safe nº8 Key and a note concerning the sightings of shape-shifting creatures in the city.
Guildhall layout[edit section | visual editor]
Main Area[edit section | visual editor]

The entrance from the Lower City leads through the southeastern door of the Guildhall into a large cavernous area with the bottom covered in sewer filth. A complex, multi-levelled scaffold system lines up the walls. Various levels of the scaffolds are connected with staircases, wooden ladders and rope nettings. Ladders and nettings – as well as wooden supports to some platforms – are destroyable, which can help or hinder the party if a fight begins. A heavy stone slab hanging on a coiled rope can be shot down as well. Destroying any of these outside of combat is considered a transgression by Guild members.
At X: -28 Y: 753 a doorway leads from the main area scaffolds into the Guild bar and to the doors of Nine-Fingers' office.
Most lower-rank members of the Guild are around the main area. Some of them appear only if the party made certain choices in the Act One, namely:
- Saving or raiding the Emerald Grove
- Saving Oskar Fevras from the Zhentarim in their hideout or leaving him there
There are several points of interest around the main area:
- Most of the Zhentarim congregate in the southeastern corner. Some walk around the scaffolds, but no further than the doors to the Guildhall bar. They occasionally chat with various Guild members, but mostly between themselves, revealing they have specific orders and wait for some 'signal' to make a certain move.
- Tut Thistlebog and Phostlethwaite drink by a balcony at X: -15 Y: 740. Phostlethwaite occasionally walks back and forth from there to the bar to refill their drinks.
- A merchants corner in in the northeast is the base for a gang of children called the Fetcher's Brats,[2] with Sticky Dondo acting as a trader. Sticky sells the Shade-Slayer Cloak.
- If Mol survived the events of Act One and Two, she is also here, claiming she runs the gang management. Unlike dealing with her in Act One, she cannot be traded with via dialogue options, though pressing the 'Trade' button when speaking with her still opens the trade menu.[3] If Mol did not survive, Li'l Fezmor takes her place.
- At X: -47 Y: 741 a trio of halflings consisting of Bad Twin Bubbins, Blades Bakstir and Three-Piece stand to the west of the main area. The party may have previously found mentions of Three-Piece: he is the one who tried to hire an Elfsong patron's son into the Guild ranks, and plans to take part in a revenge match of knife fighting with Babyjowls [4]. The Zhentarim Phase and Lugarrio stand out the lookout nearby.
- If Oskar Fevras was not saved from the Zhentarim in Act One, he resides in this corner of the Guildhall. He is busy drawing counterfeit pictures and sells a Fake Portrait of a Noble Before His Death for 1000 gp. He can act as a trader, but does not have any gold initially to buy anything from the party. If Oskar is present, he replaces Blades Bakstir.
- At X: -47 Y: 751 a dragonborn bard Lyrux Goldthroat plays the flute, attracting the attention of Cutter Violet and Mango who sometimes dance to the music. If Oskar Fevras was not saved from the Zhentarim, two more Guild members listen to Lyrux: Babyjowls and Cheeky Nora.
- At X: -22 Y: 748, almost across the entrance to the bar, is an elf by the name The Professor. He serves as a confidant scout to the Guildmaster[5] and can give the party a hint on where to search for information on her campaign against the Stone Lord.
- Bursar Uktar is at X: -31 Y: 753 near the stairway leading to the Guildhall bar, accompanied by two bodyguards. He moves to this location after the party speak with Nine-Fingers Keene in her office for the first time.
- In the filth pit in the centre of the main area Doozy the Dunce looks for a lost ring. The ring is nearby and can be spotted with a DC 15 Perception Check and returned to Doozy, though he gives no reward for it. Doozy appears only if Oskar Fevras was not saved from the Zhentarim. Once the ring is returned, he runs away and disappears from the game. A child named Happy Hands patrols back and forth between the Brats' corner and the pit, behaving as if looking for the same ring.
Secret Stash[edit section | visual editor]
In the southwest corner of the main area is a secret stash on a balcony at X: -51 Y: 721. Abilities such as Misty Step or Enhance Leap may be helpful in reaching the balcony.
On the balcony are two Opulent Chests, containing:
- Gold, random Rare and Uncommon arrows and / or elixirs
- Gold, random precious gem and random alchemical ingredients
Near the edge of the balcony on the floor lies a book titled Old notes, concerning the Emperor's dealings with Duke Stelmane, when they both ran the Knights of the Shield.
Guildhall Bar[edit section | visual editor]

On the north side of the Guildhall is a bar run by the bugbear Severn.[See: Bugs] He sells a variety of food and drink, and as well the Drunken Cloth and Terazul[6][verify].Several visitors of the Guild drink or smoke near the bar counter and at the tables across the stairs.
In the far corner behind the bar counter is a locked door labelled No Entry - No Exit which leads into the Lower City Sewers. It can be unlocked with Severn's Sewer Key carried by Severn or lockpicked with a DC 20 Sleight of Hand Check.
Two members of Guildmaster Keene's personal guard keep sentry near the doors to Nine-Fingers' office. They can be discerned from other Guild members by the title 'Lady'. Another one, Lady Ague, patrols up and down the stairway to the bar, stopping from time to time at the wooden platform over the pit. Two sets of doors leading into the office remain unlocked, while the one right across the counter is locked and red-lined; it leads into Nine-Fingers' bedroom and is opened with the key owned by Nine-Fingers.
Nine-Fingers' Office[edit section | visual editor]

Guildmaster Keene is in her office, working at her desk. Two more of her bodyguards protect the area. On the shelves behind Keene are multiple empty pouches. A wooden plaque declares that the shelves once kept a collection of rare Moonshae Zinfandel wines.
Nine-Fingers stays in the office at all times except during the scene when the Zhentarim try to take over the Guildhall. She carries the key to High Security Vault nº7, and those to her safe and bedroom. The two latter keys do not differ in appearance in Keene's inventory, so to get into Keene's Secret Sewer Vault the party must acquire both of them.
Directly opposite to Nine-Fingers' desk is an alcove serving her as a bedroom. On the shelves behind the four-posted bed here lie multiple scrolls, containing dossiers on specific persons in Baldur's Gate and on the party themselves, though the actual contents of the dossiers cannot be read.
There are several useful documents in the office and in the bedroom:
- Devil's Fee Observer's Report on the bedroom cabinet gives a lead on the diabolist Helsik, which updates all quests concerning Prince Orpheus and dealing with Raphael
- File Under Diabolist on Keene's working desk gives the same result
- From the Desk of Rakath Glitterbeard, Head Banker on the desk near the bed progresses the quests concerning Nine-Fingers' campaign against the Stone Lord, including Jaheira's personal quest
The red-outlined bookcase at X: -42 Y: 765 in the bedroom is actually a locked hidden door to a secret area of the Guildhall. Moving the bookcase aside requires a successful DC 20 Sleight of Hand Check to lockpick. Alternatively, the key to it can be pickpocketed from Nine-Fingers.
Secret Sewer Vault[edit section | visual editor]

On the secret landing behind the bedroom bookcase, a Key is on a crate. This key opens a Heavy Chest located on the ground floor at X: -63 Y: 760 (impossible to lockpick). Inside is a small cache of supplies, including the rare Moonshae Zinfandel 1475, gold, and random minor loot.
Across the landing is a safe door, requiring DC 30 Sleight of Hand Check to lockpick. Otherwise, it can be opened with the same key which opens the bookcase. Behind the safe door is a vault containing two Opulent Chests with:
- Gold, random Valuables and / or alchemical ingredients
- Gold, random precious gem and several random Uncommon or Rare potions
An internal double door here requires DC 25 Sleight of Hand Check or can be opened with the same key which fits the safe door. Opening this door triggers a trap which seals the outer safe door,[verify] trapping the party inside. To escape, the party must either pick the lock from the inside or press the button hidden behind a bookcase at X: -73 Y: 754 in the second room. This trap can be bypassed by destroying the internal door instead of unlocking it, or by fast traveling out of the room.
The second room contains another Opulent Chest with more Gold and an Uncommon or Rare arrows or elixirs. Also, Mahogany Wardrobes in both rooms contain several pieces of expensive Camp Clothing. One of them contains the rare Moonshae Zinfandel 1466 as well.
Outside the safe door at X: -64 Y: 778 a lever opens a stone door leading to the Lower City Sewers, to the southern end of the sewage raft line. This exit functions as a one-way path until the lever is pulled; it cannot be opened from the sewer side initially. Once opened, it can serve as another way inside the Guildhall.
Involvement[edit section | visual editor]
Within Baldur's Gate 3, the Guildhall serves as a narrative hub for several large quests, including those started before entering Lower City. It also has several minor interactions which serve as unlisted quests, or complete the active ones with or without consequences as the game unfolds.
Major quests[edit section | visual editor]
Much of the Aid the Underduke quest unfolds within the Guildhall, intertwined with Jaheira'spersonal quest. When the party visit Nine-Fingers Keene for the first time at her office, she is holding a council with Guild bursar Uktar about some missing payments from an orphanage. The cutscene continues with the party involved, and Nine-Fingers shows a remarkable knowledge of the party's recent activities. If Jaheira is present, Nine-Fingers recognizes her and has special dialogue, progressing both quests. Otherwise, Keene asks to bring Jaheira to her.
In Jaheira's presence, Keene informs the party about her campaign against the new gang led by the Stone Lord and works for the Absolute. She intends to take him down, but refuses to reveal her specific plans to do so.
Within the Guildhall there are multiple ways to learn of Nine-Fingers' plans:
- Bursar Uktar at his post reveals her plans if the option "The quicker I deal with the Stone Lord, the quicker Nine-Fingers gets back to business" is selected
- The Professor gives a hint to talk with Tut Thistlebog, who drunkenly gives away the information after several ability checks.
- The letter titled From the Desk of Rakath Glitterbeard, Head Banker in Keene's bedroom at X: -37 Y: 763 also gives away her plans (this note can be read freely and is a comparatively easy way to progress both quests).
Either way, the party learn that the Guild intends to ambush the Stone Lord at the Counting House. Both major quests are progressed there, and afterwards in the Abandoned Cistern.
Fight at the Guildhall[edit section | visual editor]

When the party returns to the Guildhall, they find out the Zhentarim are ready to make their own move. Their leader starts a dialogue, prompting the party to pick a side in their coup attempt. This leader can be Roah Moonglow, Boss Friol, or Trinoda[7]
The encounter unfolds based on the outcome of the Abandoned Cistern battle:
- Hostile Takeover: If Minsc is killed, or the Zhentarim leader (Roah or Friol) dies during the fight, the Zhentarim automatically attack the party and the Guild.
- Proposed Alliance: If the Zhentarim leader survives, they propose an alliance to overthrow Nine-Fingers Keene and install the Zhentarim as the city's new criminal underlords. The party can choose to accept this coup or side with the Guild and eliminate the Zhentarim.
- Failed Takeover: If the Zhentarim agents in the Guildhall are killed prior to this encounter, the leader is surprised by the lack of backup and cancels the takeover attempt entirely.
Following the battle, the surviving faction leader pledges their support to the party for the final conflict against the Absolute. However, additional complications can still arise:
- Betraying the Zhentarim: If the party side with Roah Moonglow or Boss Friol, they can subsequently claim the Guildhall for themselves. This choice immediately triggers a new combat encounter with the Zhentarim.
- The Minsc Complication: If the party successfully recruit Minsc and side with the Guild while he is present, speaking to Nine-Fingers Keene after the battle triggers a tense confrontation. The player character must succeed in a dialogue check to convince Minsc not to attack her.
Lesser quests[edit section | visual editor]
- If Roah Moonglow (or Boss Friol) dies during the fight, the party can loot a Stolen Gold Bag from their corpse after the battle. If the party sides with the Zhentarim, the pouch can be pickpocketed from either of them. It can then be returned to Head Banker Rakath Glitterbeard as part of the quest Return Rakath's Gold.
- One of the Zhentarim agents, Slick Inatra, can take the Caravan Strongbox from the party, if they acquired it from Zarys to deliver throughout the Find the Missing Shipment quest and never opened it. While the quest itself is completed in Act One one way or another, the reward of 975 gp can still be obtained from Inatra. This money cannot be looted from her if she is killed.
- Bursar Uktar offers gold for each High Security Vault Key of the Counting House, provided the contents of the corresponding vault remain untouched. He is not interested in the keys to the regular vaults of plain safes.
- If Mol is present, the quest Find Mol can finally be resolved by speaking with her. She can be given her eyepatch if it was obtained in the Mind Flayer Colony.
- If the party have already been to the House of Hope and obtained Mol's contract with Raphael, they can hand it to Mol and talk about it. The party can also inform her about killing Raphael, which upsets Mol greatly. Otherwise, if she is not told about Raphael's demise, Mol can be persuaded to help in the final fight (requires DC 15 Persuasion Check).[8]
- Speaking with Cheeky Nora (if she is present) can start an unlisted quest to set straight the relationship between her and the bugbear Severn who runs the Guildhall bar. Nora is fixated on gaining Severn's attention as he recently broke off with her.
Inspirations and rewards[edit section | visual editor]
Resolving the fight by picking either side gives the following inspiration:
- The Wealth of Morality ( Noble backgrounds)
Siding with the Guild in the fight grants the following inspirations:
- Honour Among Thieves ( Criminal backgrounds)
- Woman of Her Word ( Charlatan backgrounds)
Siding with the Zhentarim grants the following inspirations (mutually exclusive with those provided by the other choice):
- It's Just Business ( Criminal backgrounds)
- Winged Serpent of Gold ( Charlatan backgrounds)
If Mol promises to join in the final battle, the following inspiration is granted:
- An Apocalyptic Deal ( Noble backgrounds)
Depending on the party's choice, the Gather Your Allies quest is updated, adding either Black Fist Enforcers or Guildmaster Keene's Fixers to the list of possible options in the endgame. Convincing Mol to provide aid in the final battle adds the Fetcher's Favour buff in the endgame.
Related locations[edit section | visual editor]
Related quests[edit section | visual editor]
Characters[edit section | visual editor]
Notable[edit section | visual editor]
- Boss Friol
- Nine-Fingers Keene - the Guildmaster
- Uktar
- Mol
- Oskar Fevras - trader
- Roah Moonglow
- Severn - trader
- Sticky Dondo - trader
Guild Members[edit section | visual editor]
- Babyjowls
- Bad Twin Bubbins
- Blades Bakstir
- Cheeky Nora
- Cutter Violet
- Don't-Call-Me-Runt
- Doozy the Dunce
- Elliot
- Happy Hands
- Lady Ague
- Lady Croup
- Lady Flux
- Lady Lockjaw
- Lady Quinsy
- Li'l Fezmor
- Lyrux Goldthroat
- Mango
- Skeeve Stabwell
- Sledge Pettifeet
- Snapbone
- Sparks Musgravel
- Terse Torvalt
- The Professor
- Three-Piece
- Tusgront
Visitors[edit section | visual editor]
Zhentarim Members[edit section | visual editor]
Loot[edit section | visual editor]
Related literature[edit section | visual editor]
Bugs[edit section | visual editor]
- The door to the Guildhall near Tusgront can become unselectable. This can be fixed by saving and loading the game. Alternatively, the party can access the Guildhall through the sewers.
- Severn sometimes becomes unselectable, often accompanied by a clipping glitch emerging from his face.
Notes and references[edit section | visual editor]
- ↑ Also referred to as the Undercellar or Underbelly, although these terms can describe the whole Undercity area as well.
- ↑ Named after Osgur 'Fetcher' Hallorn, mentioned in Campaign Report.
- ↑ One of possible items in Mol's stock is the Lanceboard as seen in Act Two
- ↑ As stated in Upcoming Knife Fights.
- ↑ He carries orders from Nine-Fingers charging to scout the city's gangs for thugs fit to take the Kingpin title.
- ↑ This is the only place where Terazul is renewed in stock once the party buy it off.
- ↑ 7.0 7.1 Trinoda only shows up if Roah Moonglow did bot survive the events of Act One or Two, and Boss Friol was killed in the Abandoned Cistern before she could escape, or if Roah survived up to the fight in the Abandoned Cistern, but was killed there.
- ↑ Warlocks do not require an ability check to convince Mol[verify].
- ↑ The key is in the mailbox above the Guildhall entrance.
- ↑ They lie at Uktar's post, near the Gilded Chest.










































































































































