The “Find the Missing Letters” quest in Baldur’s Gate 3 hides neat rewards and story beats if you pay attention. In my experience it pops up in the Lower City near Grey Harbour once you reach Act 3. You talk to a worried courier, Danzo Arkwright, outside the Sword Coast Couriers building; he says important letters vanished after a goblin raid. Approach him and start the conversation — persuasion or intimidation can change the offer (and yes, you can bluff your way if you like).
Where to start 📍
Go to Lower City (Act 3 required). Danzo is usually outside the courier office during daytime hours. If you don’t see him, try a long rest and revisit between 08:00 and 18:00 game time — that fixes NPC spawns more often than you’d think. I’ve noticed companion quests sometimes block him, so check those first.
Pro tip: bring at least one character with good Perception. Honestly, without Perception this won’t work the way you expect.
Requirements and gear 📋
Basic prerequisites:
- Act 3 access and Lower City entry
- Party level around 9–11 (10 is comfortable)
- Perception and Investigation help a lot (see table)
| Skill | Recommended Roll / Level | Why it helps |
|---|---|---|
| Perception | 15+ | Spot hidden letters, traps |
| Investigation | 12+ | Find secret compartments |
| Sleight of Hand | 10+ | Open small locked boxes |
| Athletics | 8+ | Reach elevated spots |
Bring potions that reveal hidden things (See Invisibility), scrolls like Detect Thoughts, and lockpicks. Guidance and low-level utility spells help skill checks (depends on your niche).
Walkthrough — finding the letters 🔍
Letter near the goblin ruins
Head east of the city to the ruined goblin camp by an old wagon. Check under debris and smashed crates (Perception DC around 15 in many playthroughs). You’ll usually find a small lockbox with coin and the letter.
Sewers letter
Enter the sewers from the dock grate, keep left at the first fork, then follow to a T-junction, turn right — you’ll spot a skeleton clutching a satchel. Investigation helps pull the letter free (DC ~12). Yes, the sewers stink; bring a light source.
Warehouse letter
The trickiest letter is in an abandoned warehouse in the Industrial District. Watch this: pull the red lever first, wait a beat, then pull the blue lever — a hidden compartment opens. Two Steel Watchers guard the area; stealth or buffs recommended (prepare for a fight!).
(Sometimes the order of levers feels like a puzzle left by a bored smith.)
Choices and rewards — why they matter
You can hand everything back honestly or exploit what you read. I’ve noticed consequences extend past gold: your reputation and later merchant access change. Why? Because the Courier Service remembers favors and slights, and that affects future prices and opportunities.
Quick summary — read this, then decide:
- Return letters: reliable cash, a reputation bump, small merchant discounts.
- Exploit letters: less gold but leads to blackmail options or extra quests (risky; reputation can tank).
“If you want steady play, return them. If you want trouble and stories, pry them open.” — my late-night campaign notes
Controversial take: the game sometimes rewards theft more than loyalty, which I think skews roleplay. Is that fair to lawful characters? Not really. But it’s fun, and it forces choices.
Bugs and fixes 🐛
Common issues and what worked for me (and other players) as of May 14, 2025:
- Danzo missing — long rest, visit between 08:00–18:00, or reload a save before you accepted the quest.
- Letters not spawning — reload the area save; try a save before entering each location.
- Quest not completing — ensure letters are in your active inventory (not storage); speak to Danzo with the character who accepted the task.
PC technical note (use cautiously): some players used console flags to finish stuck quests. Example (your console may differ):
open_console()
SetFlag GLO_MissingLetters_QuestComplete 1
Warning: console commands can break achievements and mods. Use only if truly stuck.
Small extras and oddities
Counterintuitive insight: sometimes delaying the quest (leaving letters uncollected for a few in-game days) can trigger extra dialogue with nobles later. I didn’t expect that to happen, but we found it twice on different saves. Between us, I prefer the extra scenes.
One more thing — a quick checklist (two lines):
- Save before each area.
- Bring Perception, Investigation, and a plan for combat.
Analogy: the quest is like a small locked chest in a big dungeon — the effort to open it is often worth the surprise inside. Surprisingly, that’s true even if you only take one letter for yourself (there are exceptions, of course).
Go get them, okay? And may your rolls be kind — seriously, roll well! Oh, and — oops — I almost forgot to mention: if a mod changes NPC spawns, disable it and try again.