Ad placeholder

Underground Passage: Difference between revisions

From bg3.wiki
Jump to navigation Jump to search
 
(17 intermediate revisions by 4 users not shown)
Line 1: Line 1:
[[File:Underground Passage.jpg|thumb|The Underground Passage.]]
{{Location page
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.  
| prefix = The
| name = Underground Passage
| alt name =
| image = Underground Passage.jpg
| image description = The Underground Passage.
| act = one
| summary = This secretive passageway contains hazards and loot alike.
| region prefix = the
| region = Emerald Grove
| north = Emerald Grove
| west =
| east =
| south = Forest
}}
__notoc__
== Overview ==
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}}.


{{SpoilerWarning}}
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:
==Overview==
* Rune of the Bear {{Coords|-432|-173}}
There are two entrances into the '''Underground Passage'''.
* Rune of the Eagle {{Coords|-434|-203}}
*A stone door concealed with vegetation in the [[Forest]] {{Coords|172|423}}.
* Rune of the Wolf {{Coords|-456|-183}}
*A stone door in the [[Makeshift Prison]] {{Coords|204|604}} of the [[Druid Grove]].
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 {{Ability Check|Perception|5}}. 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.
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.


This area contains several [[Goblin]]s 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.
If the party arrive in the Underground Passage after defeating the [[Goblin Camp]], Findal's corpse can be found along the path.


==Notable Characters==
== Notable characters ==
* [[Findal]]
* {{MdCharLink|Findal}}
* {{MdCharLink|Gresh}}
* {{MdCharLink|Gurza}}
* {{MdCharLink|Torrack}}
* {{MdCharLink|Worm}}


==Related Quests==
== Related quests ==
* [[Save the Refugees]]
* {{Quest|Raid the Grove}}
**[[Raid the Grove]]
* {{Quest|Save the Goblin Sazza}}
*[[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:
*{{SmallIcon|Natures Snare Icon.png}} [[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|Charred Key}} carried by a corpse near the Rune of the Wolf at {{Coords|-455|-183}}
*{{SmallIcon|Key of the Ancients Icon.png}} [[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}} in a trapped {{MdRarityItem|Heavy Chest}} near {{Coords|-425|-200}}
* {{SmallIcon|Key Silver A.png}} [[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|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}}
[[Category:Locations]]
[[Category:Locations]]
[[Category:Act One Locations]]
[[Category:Act One Locations]]
[[Category:Locations in Druid Grove]]
[[Category:Locations in Druid 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: