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Underground Passage: Difference between revisions

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{{Location page
{{Location page
| prefix = The
| name = Underground Passage
| name = Underground Passage
| alt name =
| alt name =
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| act = one
| act = one
| summary = This secretive passageway contains hazards and loot alike.  
| summary = This secretive passageway contains hazards and loot alike.  
| region = Wilderness
| region prefix = the
| region = Emerald Grove
| north = Emerald Grove
| north = Emerald Grove
| west =
| west =
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==Related Quests==
==Related Quests==
* {{Quest|Save the Refugees}}
* {{Quest|Raid the Grove}}
* {{Quest|Raid the Grove}}
* {{Quest|Save the Goblin Sazza}}
* {{Quest|Save the Goblin Sazza}}
* {{Quest|Save the Refugees}}


==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:
* {{MdRarityItem|Charred Key}} - Found on a corpse on the rocky island, guarded by three druid statues. Used to safely unlock the heavy chest holding Nature's Snare {{Coords|-457|-184}}.
* {{MdRarityItem|Charred Key}} - found on a corpse on the rocky island, guarded by three druid statues. Used to safely unlock the heavy chest holding Nature's Snare {{Coords|-457|-184}}
* {{MdRarityItem|Key of the Ancients}} - Carried by Findal, which can be [[Sleight of Hand]] off his unconscious body.
* {{MdRarityItem|Key of the Ancients}} - carried by Findal, which can be [[Sleight of Hand]] off his unconscious body
* {{MdRarityItem|Nature's Snare}} - Held in a trapped and locked chest in a quite dark corner. Passive {{Ability Check|Perception|10}} to notice trap. {{Ability Check|Sleight of Hand|15}} to lockpick. {{Ability Check|Sleight of Hand|10}} to disable trap, an small explosion that will blow up some nearby [[Oil Barrel|Oil Barrels]]. Can be unlocked and safely opened with the '''Charred Key'''.
* {{MdRarityItem|Nature's Snare}} - held in a trapped and locked chest in a quite dark corner. Passive {{Ability Check|Perception|10}} to notice trap. {{Ability Check|Sleight of Hand|15}} to lockpick. {{Ability Check|Sleight of Hand|10}} to disable trap, an small explosion that will blow up some nearby [[Oil Barrel|Oil Barrels]]. Can be unlocked and safely opened with the '''Charred Key'''


== Hidden Loot ==
== Hidden Loot ==

Latest revision as of 12:17, 25 August 2024

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

Overview[edit | edit source]

There are two entrances into the Underground Passage.

The Underground Pass serves as a secret entrance into and out of the Druid Grove, for those 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. Interacting with the Runes corresponding to their animal shape to turn them 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 Findal. The Key of the Ancients can be pickpocketed from Findal. If defeating the goblins and healing Findal, he will return him to the Emerald Grove. Findal will confront the party if Sazza Sazza is with them.

Notable Characters[edit | edit source]

Related Quests[edit | edit source]

Notable Loot[edit | edit source]

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

Hidden Loot[edit | edit source]

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