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{{TOC|limit=3}}
{{TOC|limit=3}}
==Overview==
==Overview==
The ruins consist of the exterior [[Chapel Entrance]] and the interior [[Refectory]] and [[Dank Crypt]].
The ruins consist of the exterior [[Chapel Entrance]] and the interior [[Refectory]] and [[Dank Crypt]]. Four bandits can be found at the entrance standing guard while the other six are in the Refectory searching for loot.{{ref|If the party dropped the foundation block through the floor of the Chapel Entrance, the looters inside are immediately hostile.}}
 
A group of looters are canvassing the Overgrown Ruins. {{CharLink|Gimblebock}}, {{CharLink|Quelenna}}, {{CharLink|Taman}}, and {{CharLink|Warryn}}  guard the Chapel Entrance while {{CharLink|Andorn}}, {{CharLink|Barton}}, {{CharLink|Cefrey}}, {{CharLink|Haseid}}, {{CharLink|Mari}}, and {{CharLink|Torgga}} loot the Refectory.{{ref|If the party dropped the Foundation Block through the floor of the Chapel Entrance, the looters inside are immediately hostile.}}


Entering this area will grant the party 10 [[Experience|XP]] at level 2, 30 XP at level 3, and 40 XP at level 4.
Entering this area will grant the party 10 [[Experience|XP]] at level 2, 30 XP at level 3, and 40 XP at level 4.
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=== Accessing the ruins ===
=== Accessing the ruins ===
There are four entrances into the ruins:
There are four entrances into the ruins:
* {{coords|285|375|Chapel Entrance}} - The door can be opened with a {{Ability Check|Sleight of Hand|7}}. Alternatively, the party can convince the guard behind the door to grant them access into the [[Refectory]].
* [[Chapel Entrance]] {{Coords|285|375}} - The door opens with {{Ability Check|Sleight of Hand|7}}. Alternatively, the party can convince the guard behind the door to grant them access into the [[Refectory]].
* {{coords|285|305|Ravaged Beach}} - The door can be opened with a {{Ability Check|Sleight of Hand|20}}. This entrance leads into a trapped room within the [[Dank Crypt]].
* {{Coords|285|305|Ravaged Beach}} - The door opens with {{Ability Check|Sleight of Hand|20}}. This entrance leads into a trapped room within the [[Dank Crypt]].
* {{coords|315|365|Chapel Entrance}} - The hatch can be opened with a {{Ability Check|Sleight of Hand|20}}. The hatch leads into the Shrine of Jergal within the [[Dank Crypt]].
* Chapel Entrance {{Coords|315|365}} - The hatch opens with {{Ability Check|Sleight of Hand|20}}. The hatch leads into the Shrine of Jergal within the Dank Crypt.
* {{coords|285|350|Chapel Entrance}} - The party can snap the '''Coiled Rope''' holding up a '''Foundation Block'''. The force of impact will break the stone ground, allowing the party to jump into the [[Refectory]].
* Chapel Entrance {{Coords|285|350}} - The party can snap the coiled rope holding up a foundation block. The force of impact will break the stone ground, allowing the party to jump into the Refectory.


=== Chapel Entrance ===
=== Chapel Entrance ===
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The Chapel Entrance is an exterior location in the Wilderness, which spans the upper section of the Overgrown Ruins. Four looters have set up base and are arguing whether to hold their post, or to search the [[Nautiloid Wreck]] to the south. The Chapel Entrance contains a door to the Refectory and a hidden hatch to the Dank Crypt.
The Chapel Entrance is an exterior location in the Wilderness, which spans the upper section of the Overgrown Ruins. Four looters have set up base and are arguing whether to hold their post, or to search the [[Nautiloid Wreck]] to the south. The Chapel Entrance contains a door to the Refectory and a hidden hatch to the Dank Crypt.


Several patches of [[Twisting Vines]] and a loose Cracked Stone may punish the unwary.
Several patches of [[Twisting Vines]] and a loose cracked stone may punish the unwary.


=== Refectory ===
=== Refectory ===
[[File:Bedchamber.jpg|thumb|The shrine inside the Refectory]]
[[File:Bedchamber.jpg|thumb|The shrine inside the Refectory]]
The Refectory can be accessed via the Chapel Entrance{{ref|In early access this area was known as the Bedchamber.}} at {{coords|-160|-205}}. If the party fails to convince Andorn to open the door peacefully, he will plant a trap in the entryway, and all looters inside will be prepared for combat.
The Refectory can be accessed via the Chapel Entrance{{ref|In early access, the Refectory was known as the Bedchamber.}} at {{Coords|285|375}}. If the party fail to convince {{CharLink|Andorn}} to open the door peacefully, he will plant a trap in the entryway, and all looters inside will be prepared for combat.
 
A total of six bandits are in the refectory. Their exact locations will vary based on whether they were alerted of the party's presence.


Within the Refectory, a door leading to the Dank Crypt can be unlocked by passing a {{Ability check|Perception|1}} to activate a hidden switch behind a statue at {{Coords|-174|-362}}. The Dank Crypt can also be accessed by destroying the door, or by entering through the Ancient Door at the [[Ravaged Beach]]. Alternatively, this door can be opened by approaching the Refectory from the Dank Crypt and lighting the two candles adorning it.
Within the Refectory, a door leading to the Dank Crypt at {{Coords|-178|-322}} can be unlocked by activating the switch at {{Coords|-174|-362}}. The Dank Crypt can also be accessed by destroying the door or entering through the hatch or Ravaged Beach. This door can also be opened by entering the Refectory through the Dank Crypt and lighting the two candles adorning it.


=== Dank Crypt ===
=== Dank Crypt ===
The Dank Crypt (also known as Temple Ruins) is overgrown and strewn with ancient sarcophagi. The eastern wall has collapsed to reveal a seaside cave routing back to the [[Roadside Cliffs]]. A large statue of the god {{CharLink|Jergal}} sits in the lower courtyard.
The Dank Crypt (also known as Temple Ruins) is overgrown and strewn with ancient sarcophagi.


====Trapped sarcophagus====
====Trapped sarcophagus====
The southern room with a sarcophagus in the middle is heavily trapped. When the sarcophagus is opened, gargoyle heads lining the west and east walls will shoot firebolts. Meanwhile, gas vents will pour flammable gas and [[Grease]] traps will flood the ground with [[Prone (Condition)|slippery]], [[Difficult Terrain]] and additional flammable surfaces. All these traps require passing a {{Ability check|Perception|15}} to identify. Pressing the button on the middle pillar along the eastern side of the room will turn off the traps, but only after they have been triggered. The button does not require a perception check.
The southern room with a sarcophagus in the centre at {{Coords|-293|-325}} is heavily trapped. It contains an Engraved Key and {{SmRarityItem|The Watcher's Guide}}. The key opens the heavy oak doors to the north. When the sarcophagus is opened, gargoyle heads lining the west and east walls will shoot firebolts. Meanwhile, gas vents will emit flammable gas and [[Grease (surface)|Grease]] traps will flood the ground. All these traps require passing a {{Ability check|Perception|15}} to identify. Pressing the button on the middle pillar along the eastern side of the room will turn off the traps, but only after they have been triggered. The button does not require a perception check.


* The gas vents can be blocked by placing crates, vases, and other similar items on top of them.
* Gas vents can be blocked by placing crates, vases, and other similar items on top of them.
* The vents, grease traps, and gargoyle heads can be disarmed using a {{SmRarityItem|Trap Disarm Toolkit}}. Given the number of traps, the dearth of toolkits the party will likely have at this early stage of the game, and the fact that a toolkit is consumed and the trap triggered on a failed attempt, this is a risky option.
* The vents, grease traps, and gargoyle heads can be disarmed using a {{SmRarityItem|Trap Disarm Toolkit}}. However, this is a risky option due to the large number of traps in this room and limited access to tool kits early in [[Act One]].
* The sarcophagus can be disarmed, which will remove the only trigger for all the traps in the room.
* The sarcophagus can be disarmed, which will remove the sole trigger for all the traps in the room.


There is a sarcophagus in the same room  at {{Coords|-293|-325}} that contains an Engraved Key and {{SmRarityItem|The Watcher's Guide}}. The key opens the heavy oak doors to the north.
====Shrine of Jergal====
In the north room, an imposing skeleton statue stands at the centre of an overgrown chamber. The eastern wall has collapsed to reveal a seaside cave routing back to the [[Roadside Cliffs]], which can be accessed through a hatch at {{Coords|-250|-270}}. To unlock the hatch, the lever next to the ladder must be pulled.


====Shrine of Jergal====
A {{Ability Check|Religion|15}} identifies the statue as {{CharLink|Jergal}}, the divine scribe and former deity of death.
In the north room, an imposing skeleton statue stands at the centre of an overgrown chamber. A {{Ability Check|Religion|15}} identifies the statue as Jergal, the divine scribe and former deity of death.


A {{SmRarityItem|Heavy Key}} can be looted from the [[Entombed Scribe|Entombed Scribes]] at {{Coords|-311|-252}} to unlock the Ancient Door near the Overgrown Ruins [[Ancient Sigil Circle|waypoint]]. South of the Entombed Scribe at {{coords|-310|-260}}, a separate room toward the west houses additional sarcophagi and a {{SmRarityItem|Book of Dead Gods}}, which can be obtained at {{coords|-321|-269}}. To read the book, a character must initially pass a {{Ability Check|Arcana, Strength|15}}. [[Wizard]]s may instead pass a {{Ability Check|Intelligence|10}} and [[Cleric]]s can pass a {{Ability Check|Wisdom|10}}. After the initial check, the character must pass a {{Ability Check|Religion|10}}, which grants the [[File:Inspiration Icon.png|21x21px|link=]][[Inspiration|inspirations]] Secrets of the Sundering for [[Sage]]s and Divinity Undone for [[Acolyte]]s. A {{SmRarityItem|Scroll of Ray of Enfeeblement}} will fall out of the book after succeeding or failing the Religion check.
A {{SmRarityItem|Heavy Key}} can be looted from the [[Entombed Scribe|Entombed Scribes]] at {{Coords|-311|-252}} to unlock the Ancient Door near the Overgrown Ruins [[Ancient Sigil Circle|waypoint]]. South of the Entombed Scribe at {{Coords|-310|-260}}, a separate room toward the west houses additional sarcophagi and a {{SmRarityItem|Book of Dead Gods}}, which can be obtained at {{Coords|-321|-269}}. To read the book, a character must initially pass a {{Ability Check|Arcana, Strength|15}}. [[Wizard]]s may instead pass a {{Ability Check|Intelligence|10}} and [[Cleric]]s can pass a {{Ability Check|Wisdom|10}}. After the initial check, the character must pass a {{Ability Check|Religion|10}}, which grants the [[File:Inspiration Icon.png|21x21px|link=]][[Inspiration|Secrets of the Sundering]] for [[Sage]]s and [[File:Inspiration Icon.png|21x21px|link=]][[Inspiration|Divinity Undone]] for [[Acolyte]]s. A {{SmRarityItem|Scroll of Ray of Enfeeblement}} will fall out of the book after succeeding or failing the Religion check.


Additionally, a {{SmRarityItem|Soul Coin}} can be found in this room within the sarcophagus at {{coords|-324|-274}}.
Additionally, a {{SmRarityItem|Soul Coin}} can be found in this room within the sarcophagus at {{Coords|-324|-274}}.


In the main room with the statue, a button can be pressed at {{coords|-300|-235}} to reveal a hidden room. However, pressing the button will cause the four [[Entombed Scribe]]s and one [[Entombed Warrior]] in the room to attack the party.
In the main room with the statue, a button can be pressed at {{Coords|-300|-235}} to reveal a hidden room. However, pressing the button will cause the four [[Entombed Scribe]]s and one [[Entombed Warrior]] in the room to attack the party.


* The enemies can be disarmed before triggering the fight by looting their weapons.
* The enemies can be disarmed before triggering the fight by looting their weapons.
* Lighting the candles and braziers throughout the room will prevent the enemies from capitalizing on dim light using {{SAI|Darkvision}}. Spells such as {{SAI|Fire Bolt}} can light the braziers near the ceiling.
* Lighting the candles and braziers throughout the room will prevent the enemies from capitalizing on dim light using {{SAI|Darkvision}}. Spells such as {{SAI|Fire Bolt}} can light the braziers near the ceiling.
* Attempting to manipulate the skeletons' positions by picking up or moving the bodies will instantly trigger combat regardless of whether the button has been pressed.
* Attempting to manipulate the skeletons' positions by picking up or moving the bodies will instantly trigger combat regardless of whether the button has been pressed.
East of the the shrine near the water, a ladder leads up to the Chapel Entrance through a trapdoor at {{Coords|-250|-270}}. To unlock the trapdoor, pull the lever next to the ladder.


==== Withers ====
==== Withers ====
[[File:Withers Rises.png|thumb|Withers, being awoken from his slumber, asks a question.]]
[[File:Withers Rises.png|thumb|Withers, being awoken from his slumber, asks a question.]]
If the party enters the secret room and interacts with the sarcophagus within, {{CharLink|Withers}} will emerge to ask the interacting party member a question. He will later join the party as a [[Camp follower|follower]] in their camp. Withers will offer resurrection, hireling, and respec services in the camp. Meeting Withers for the first time grants the [[File:Inspiration Icon.png|21x21px|link=]][[Inspiration|inspiration]] Unfamiliar Unfamiliarity for the [[Haunted One]]. If the party does not meet Withers in the Dank Crypt, he will eventually appear in the camp.
If the party enter the secret room and interacts with the sarcophagus within, {{CharLink|Withers}} will emerge to ask the interacting party member a question. He will later join the party as a [[Camp follower|Follower]] in their camp. Withers will offer resurrection, hireling, and respec [[Withers#Services|services]] in the camp. Meeting Withers for the first time grants the [[File:Inspiration Icon.png|21x21px|link=]][[Inspiration|Unfamiliar Unfamiliarity]] for the [[Haunted One]]. If the party do not meet Withers in the Dank Crypt, he will eventually appear in the camp.


=== Characters ===
=== Characters ===
==== Camp followers ====
==== Camp followers ====
* {{CharLink|Withers}}
* {{CharLink|Withers}}
==== Looters ====
==== Looters (Chapel Entrance)====
{{div_col}}
* {{MdCharLink|Gimblebock}}
* {{MdCharLink|Quelenna}}
* {{MdCharLink|Taman}}
* {{MdCharLink|Warryn}}
{{div_col_end}}
==== Looters (Refectory)====
{{div_col}}
{{div_col}}
* {{MdCharLink|Andorn}}
* {{MdCharLink|Andorn}}
* {{MdCharLink|Barton}}
* {{MdCharLink|Barton}}
* {{MdCharLink|Cefrey}}
* {{MdCharLink|Cefrey}}
* {{MdCharLink|Gimblebock}}
* {{MdCharLink|Haseid}}
* {{MdCharLink|Haseid}}
* {{MdCharLink|Mari}}
* {{MdCharLink|Mari}}
* {{MdCharLink|Quelenna}}
* {{MdCharLink|Taman}}
* {{MdCharLink|Torgga}}
* {{MdCharLink|Torgga}}
* {{MdCharLink|Warryn}}
{{div_col_end}}
{{div_col_end}}
====Creatures ====
====Creatures ====
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==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|Bandit's Key}} - carried by {{CharLink|Andorn}}, in the [[Refectory]] at {{coords|-160|-290}}
* {{MdRarityItem|Ancient Scroll}} - in a vase at {{Coords|-189|-313}}
* {{MdRarityItem|Ancient Scroll}} - in a vase at {{Coords|-189|-313}}
* {{MdRarityItem|Book of Dead Gods}} - {{Coords|-321|-269}}
* {{MdRarityItem|Book of Dead Gods}} - {{Coords|-321|-269}}
* {{MdRarityItem|Heavy Key}} - carried by an [[Entombed Scribe|entombed scribe]] at {{Coords|-310|-250}}
* {{MdRarityItem|Heavy Key}} - carried by an [[Entombed Scribe]] at {{Coords|-310|-250}}
* {{MdRarityItem|Portrait of Fane}} - on the wall at {{Coords|-182|-296}}{{ref|This is only available if the [[Digital Deluxe Upgrade]] was purchased.}}
* {{MdRarityItem|Portrait of Fane}} - on the wall at {{Coords|-182|-296}}{{ref|Portrait of Fane is only available if the [[Digital Deluxe Upgrade]] was purchased.}}
* {{MdRarityItem|Scroll of Protection from Evil and Good}} - in a [[Gilded Chest]] at {{Coords|-281|-301}}
* {{MdRarityItem|Scroll of Protection from Evil and Good}} - in a [[Gilded Chest]] at {{Coords|-281|-301}}
* {{MdRarityItem|Soul Coin}} - in a sarcophagus at {{Coords|-324|-274}}
* {{MdRarityItem|Soul Coin}} - in a sarcophagus at {{Coords|-324|-274}}
* {{MdRarityItem|Soul Coin}} - in a sarcophagus near the south exit {{Coords|-304|-323}}
* {{MdRarityItem|Soul Coin}} - in a sarcophagus near the south exit {{Coords|-304|-323}}
* {{MdRarityItem|Soul Coin}} - in Withers' sarcophagus at {{Coords|-290|-235}}
* {{MdRarityItem|Soul Coin}} - in Withers' sarcophagus at {{Coords|-290|-235}}
* {{MdRarityItem|The Amulet of Lost Voices}} - in a [[Heavy Chest]] at {{Coords|-290|-235}}
* {{MdRarityItem|The Amulet of Lost Voices}} - in a [[Heavy Chest]] next to Withers' sarcophagus at {{Coords|-290|-235}}
* {{MdRarityItem|The Watcher's Guide}} - {{Coords|-293|-323}}
* {{MdRarityItem|The Watcher's Guide}} - {{Coords|-293|-323}}



Revision as of 17:17, 30 October 2024

Wilderness
Emerald Grove
Roadside Cliffs Overgrown Ruins River Chionthar
Ravaged Beach
The Overgrown Ruins is a Location within the Wilderness in Act One of Baldur's Gate 3. There are the remnants of what appears to have once been a chapel, though time has eroded many of the clues as to who exactly was revered here.

Overview

The ruins consist of the exterior Chapel Entrance and the interior Refectory and Dank Crypt. Four bandits can be found at the entrance standing guard while the other six are in the Refectory searching for loot.[1]

Entering this area will grant the party 10 XP at level 2, 30 XP at level 3, and 40 XP at level 4.

Accessing the ruins

There are four entrances into the ruins:

  • Chapel Entrance X: 285 Y: 375 - The door opens with DC 7 Sleight of Hand check. Alternatively, the party can convince the guard behind the door to grant them access into the Refectory.
  • Ravaged Beach X: 285 Y: 305 - The door opens with DC 20 Sleight of Hand check. This entrance leads into a trapped room within the Dank Crypt.
  • Chapel Entrance X: 315 Y: 365 - The hatch opens with DC 20 Sleight of Hand check. The hatch leads into the Shrine of Jergal within the Dank Crypt.
  • Chapel Entrance X: 285 Y: 350 - The party can snap the coiled rope holding up a foundation block. The force of impact will break the stone ground, allowing the party to jump into the Refectory.

Chapel Entrance

See main article: Chapel Entrance
The Chapel Entrance, showing the structure of the upper ruin, and looters prepared for an ambush.

The Chapel Entrance is an exterior location in the Wilderness, which spans the upper section of the Overgrown Ruins. Four looters have set up base and are arguing whether to hold their post, or to search the Nautiloid Wreck to the south. The Chapel Entrance contains a door to the Refectory and a hidden hatch to the Dank Crypt.

Several patches of Twisting Vines and a loose cracked stone may punish the unwary.

Refectory

The shrine inside the Refectory

The Refectory can be accessed via the Chapel Entrance[2] at X: 285 Y: 375. If the party fail to convince Andorn Andorn to open the door peacefully, he will plant a trap in the entryway, and all looters inside will be prepared for combat.

A total of six bandits are in the refectory. Their exact locations will vary based on whether they were alerted of the party's presence.

Within the Refectory, a door leading to the Dank Crypt at X: -178 Y: -322 can be unlocked by activating the switch at X: -174 Y: -362. The Dank Crypt can also be accessed by destroying the door or entering through the hatch or Ravaged Beach. This door can also be opened by entering the Refectory through the Dank Crypt and lighting the two candles adorning it.

Dank Crypt

The Dank Crypt (also known as Temple Ruins) is overgrown and strewn with ancient sarcophagi.

Trapped sarcophagus

The southern room with a sarcophagus in the centre at X: -293 Y: -325 is heavily trapped. It contains an Engraved Key and The Watcher's Guide. The key opens the heavy oak doors to the north. When the sarcophagus is opened, gargoyle heads lining the west and east walls will shoot firebolts. Meanwhile, gas vents will emit flammable gas and Grease traps will flood the ground. All these traps require passing a DC 15 Perception check to identify. Pressing the button on the middle pillar along the eastern side of the room will turn off the traps, but only after they have been triggered. The button does not require a perception check.

  • Gas vents can be blocked by placing crates, vases, and other similar items on top of them.
  • The vents, grease traps, and gargoyle heads can be disarmed using a Trap Disarm Toolkit. However, this is a risky option due to the large number of traps in this room and limited access to tool kits early in Act One.
  • The sarcophagus can be disarmed, which will remove the sole trigger for all the traps in the room.

Shrine of Jergal

In the north room, an imposing skeleton statue stands at the centre of an overgrown chamber. The eastern wall has collapsed to reveal a seaside cave routing back to the Roadside Cliffs, which can be accessed through a hatch at X: -250 Y: -270. To unlock the hatch, the lever next to the ladder must be pulled.

A DC 15 Religion check identifies the statue as Jergal Jergal, the divine scribe and former deity of death.

A Heavy Key can be looted from the Entombed Scribes at X: -311 Y: -252 to unlock the Ancient Door near the Overgrown Ruins waypoint. South of the Entombed Scribe at X: -310 Y: -260, a separate room toward the west houses additional sarcophagi and a Book of Dead Gods, which can be obtained at X: -321 Y: -269. To read the book, a character must initially pass a DC 15 Arcana, or Strength check. Wizards may instead pass a DC 10 Intelligence check and Clerics can pass a DC 10 Wisdom check. After the initial check, the character must pass a DC 10 Religion check, which grants the Inspiration Icon.pngSecrets of the Sundering for Sages and Inspiration Icon.pngDivinity Undone for Acolytes. A Scroll of Ray of Enfeeblement will fall out of the book after succeeding or failing the Religion check.

Additionally, a Soul Coin can be found in this room within the sarcophagus at X: -324 Y: -274.

In the main room with the statue, a button can be pressed at X: -300 Y: -235 to reveal a hidden room. However, pressing the button will cause the four Entombed Scribes and one Entombed Warrior in the room to attack the party.

  • The enemies can be disarmed before triggering the fight by looting their weapons.
  • Lighting the candles and braziers throughout the room will prevent the enemies from capitalizing on dim light using Darkvision Darkvision. Spells such as Fire Bolt Fire Bolt can light the braziers near the ceiling.
  • Attempting to manipulate the skeletons' positions by picking up or moving the bodies will instantly trigger combat regardless of whether the button has been pressed.

Withers

Withers, being awoken from his slumber, asks a question.

If the party enter the secret room and interacts with the sarcophagus within, Withers Withers will emerge to ask the interacting party member a question. He will later join the party as a Follower in their camp. Withers will offer resurrection, hireling, and respec services in the camp. Meeting Withers for the first time grants the Inspiration Icon.pngUnfamiliar Unfamiliarity for the Haunted One. If the party do not meet Withers in the Dank Crypt, he will eventually appear in the camp.

Characters

Camp followers

Looters (Chapel Entrance)

Looters (Refectory)

Creatures

Related quests

Notable loot

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

Notes

  1. If the party dropped the foundation block through the floor of the Chapel Entrance, the looters inside are immediately hostile.
  2. In early access, the Refectory was known as the Bedchamber.
  3. Portrait of Fane is only available if the Digital Deluxe Upgrade was purchased.