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==Overview==
== Overview ==
There are two entrances into the '''Underground Passage'''.
Two entrances lead into the Underground Passage, both of which are concealed by a stone door. One entrance is accessible through the [[Forest]] at {{Coords|172|423}}. The second entrance is behind the [[Makeshift Prison]] past {{CharLink|Sazza|Sazza's}} cage at {{Coords|204|604}}.
*A stone door concealed with vegetation in the [[Forest]] {{Coords|172|423}}.
*A stone door in the [[Makeshift Prison]] {{Coords|204|604}} of the [[Emerald Grove]].
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 {{Ability Check|Perception|5}}. 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.
The Underground Passage is warded by statues that fire projectiles on sight. To turn them off, a party character must interact with a rune that corresponds with the statue's animal shape. This can be accomplished via Turn-Based Mode and using several Dashes to reach each rune. The rune locations are:
* Rune of the Bear {{Coords|-432|-173}}
* Rune of the Eagle {{Coords|-434|-203}}
* Rune of the Wolf {{Coords|-456|-183}}


This area contains several [[Goblin|Goblins]] who have knocked out the druid {{CharLink|Findal}}. The {{SmRarityItem|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 {{CharLink|Sazza}} is with them.
If the party have not yet dismantled the [[Goblin Camp]], they may find an unconscious {{CharLink|Findal}} surrounded by several Goblins. If the party defeat the Goblins and heal Findal, he will return to the Grove. However, if the party are accompanied by Sazza, Findal realises that he stumbled upon an escape attempt.


==Notable Characters==
If the party arrive in the Underground Passage after defeating the [[Goblin Camp]], Findal's corpse can be found along the path.
 
== Notable characters ==
* {{MdCharLink|Findal}}
* {{MdCharLink|Findal}}
* {{MdCharLink|Gresh}}
* {{MdCharLink|Gurza}}
* {{MdCharLink|Torrack}}
* {{MdCharLink|Worm}}


==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}} carried by a corpse near the Rune of the Wolf at {{Coords|-455|-183}}
* {{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
* {{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}} in a trapped {{MdRarityItem|Heavy Chest}} near {{Coords|-425|-200}}
 
* {{MdRarityItem|Wooden Chest}} buried at {{Coords|-450|-180}}
== Hidden Loot ==
 
* A buried chest one the top of the small island. {{Ability Check|Survival|10}} to notice.{{Coords|-451|-179}}


{{Emerald Grove}}
{{Emerald Grove}}

Latest revision as of 11:15, 26 October 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]

Two entrances lead into the Underground Passage, both of which are concealed by a stone door. One entrance is accessible through the Forest at X: 172 Y: 423. The second entrance is behind the Makeshift Prison past Sazza Sazza's cage at X: 204 Y: 604.

The Underground Passage is warded by statues that fire projectiles on sight. To turn them off, a party character must interact with a rune that corresponds with the statue's animal shape. This can be accomplished via Turn-Based Mode and using several Dashes to reach each rune. The rune locations are:

  • Rune of the Bear X: -432 Y: -173
  • Rune of the Eagle X: -434 Y: -203
  • Rune of the Wolf X: -456 Y: -183

If the party have not yet dismantled the Goblin Camp, they may find an unconscious Findal Findal surrounded by several Goblins. If the party defeat the Goblins and heal Findal, he will return to the Grove. However, if the party are accompanied by Sazza, Findal realises that he stumbled upon an escape attempt.

If the party arrive in the Underground Passage after defeating the Goblin Camp, Findal's corpse can be found along the path.

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: