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Underground Passage: Difference between revisions

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==Related Quests==
==Related Quests==
* [[Save the Refugees]]
* [[Save the Refugees]]
**[[Raid the Grove]]
* [[Raid the Grove]]
*[[Save the Goblin Sazza]]
*[[Save the Goblin Sazza]]
==Notable Loot ==
==Notable Loot ==
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:

Revision as of 20:36, 2 June 2024

The Underground Passage.

The Underground Passage is a Location within the Wilderness in Chapter One of Baldur's Gate 3. This secretive passageway contains hazards and loot alike.

Overview

There are two entrances into the Underground Passage.

The Underground Pass serves as a secret entrance into and out of the Druid Grove, for players who wish to avoid the front gate.

Magical statues ward some areas of this passage, firing a projectile attack on sight. Noticing these statues requires a passive DC 5 Perception check. Utilize the Runes corresponding to their animal shape to ensure they are turned off. The best way to reach the runes without getting hurt by the statues is to switch to Turn-Base Mode and utilizing dash to reach them or sneaking by them with hide.

This area contains several Goblins who have knocked out the druid Findal. The Key of the Ancients can be pickpocketed from Findal. If you defeat the goblins and heal Findal, he will return him to the Emerald Grove. Be warned that Findal will confront you if Sazza the goblin is with you.

Notable Characters

Related Quests

Notable Loot

Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:

Hidden Loot

  • A buried chest one the top of the small island. DC 10 Survival check to notice.X: -451 Y: -179