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[[File:Ancient Lair.jpg|right|400px]]
{{Location page
{{Relative location
| prefix = The
|region = Baldur's Gate
| name = Ancient Lair
|location = {{PAGENAME}}
| alt name =
|south    =  
| image = Ancient Lair.jpg
|north   =  
| image description = The Ancient Lair in the [[Undercity Ruins]]
|west     =  
| act = three
|east     = Undercity Ruins
| summary = It is accessed through a passageway to the west of the '''Undercity Ruins''' waypoint.
|float = right
| region prefix = the
| region = Undercity
| north =
| west =
| east = Undercity Ruins
| south =
}}
}}
'''Ancient Lair''' is a [[location]] in the [[Lower City Sewers]] of [[Baldur's Gate]] in [[Act Three]]. It is accessed through a passageway to the west of the '''Undercity Ruins''' waypoint.
==Overview==
 
==Locations==
[[File:Map Ancient Lair.png|thumb|Map of the Ancient Lair.]]
[[File:Map Ancient Lair.png|thumb|Map of the Ancient Lair.]]
===Connected locations===
*[[Undercity Ruins]]
===Main chamber===
===Main chamber===
The main chamber is filled with chests surrounding an open sarcophagus. A hidden (DC 10) locked (DC 20) door on the north wall opens to a second room. Opening any of the chests or looting the undead or unlocking the door to the Workshop (see below) will trigger an ambush by a horde of undead. Your party won't be {{cond|Surprised}}, but will be inflicted with the {{cond|Spell Rot}} curse (undead, such as [[Astarion]], and wizards of [[Necromancy School|Necromancy school]] will not receive this condition; climbing on the pillar in the north-western corner also removes spell rot temporarily). Spell rot causes each character to take {{DamageText|2d6|Necrotic}} damage per spell level every time they cast a spell (cantrips don't trigger the curse). The curse will be removed when you leave the lair.  While the curse can be removed using [[Remove Curse]], it only removes it for 3 combat rounds (or 18 seconds out of combat) before being re-applied.
The main chamber is filled with chests surrounding an open sarcophagus. A hidden (DC 10) locked (DC 20) door on the north wall opens to a second room. Opening any of the chests or looting the undead or unlocking the door to the Workshop (see below) will trigger an ambush by a horde of undead. Your party won't be {{cond|Surprised}}, but will be inflicted with the {{cond|Spell Rot}} curse (undead, such as {{CharLink|Astarion}}, and wizards of [[Necromancy School|Necromancy school]] will not receive this condition; climbing on the pillar in the north-western corner also removes spell rot temporarily). Spell rot causes each character to take {{DamageText|2d6|Necrotic}} damage per spell level every time they cast a spell (cantrips don't trigger the curse). The curse will be removed when you leave the lair.  While the curse can be removed using {{SAI|Remove Curse}}, it only removes it for 3 combat rounds (or 18 seconds out of combat) before being re-applied.


===Workshop===
===Workshop===
The locked (DC 20) door hidden in the north wall can be revealed with a Perception check. It leads to a workshop with a chopped up body and a dead half-elf. The [[Jar of Mystic Carrion's Brain]] is found on the central table, while [[Jar of Mystic Carrion's Liver]] is in the locked (DC 20) Gilded Chest. Destroying either of the jars will cause a large explosion dealing {{DamageText|8d6|Fire}} damage. Reading the book [[Funerary Jar Form and Function]] on the nearby table, you will find out that [[Mystic Carrion]] has hidden his heart in a zombie ([[Thrumbo]]).
The locked (DC 20) door hidden in the north wall can be revealed with a Perception check. It leads to a workshop with a chopped up body and a dead half-elf. The {{SmRarityItem|Jar of Mystic Carrion's Brain}} is found on the central table, while {{SmRarityItem|Jar of Mystic Carrion's Liver}} is in the locked (DC 20) Gilded Chest. Destroying either of the jars will cause a large explosion dealing {{DamageText|8d6|Fire}} damage. Reading the book {{SmRarityItem|Funerary Jar Form and Function}} on the nearby table, you will find out that {{CharLink|Mystic Carrion}} has hidden his heart in a zombie ({{CharLink|Thrumbo}}).
 
A ladder to the north of the workshop leads back to the [[Undercity Ruins]] in a small previously inaccessible room north of the {{CharLink|Bareki}}.


A ladder to the north of the workshop leads back to the [[Undercity Ruins]] in a small previously inaccessible room north of the [[Voiceless Penitent Bareki]].
===Connected locations===
*[[Undercity Ruins]]


==Creatures==
==Creatures==
*[[Ancient Servant]]s
*{{MdCharLink|Ancient Servant}}s
*[[Crawling Claw]]s
*{{MdCharLink|Crawling Claw}}s
*[[Greater Zombie]]s
*{{MdCharLink|Greater Zombie}}s


==Related quests==
==Related quests==
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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:
*{{RarityItem|Breaching Pikestaff}}
*{{MdRarityItem|Breaching Pikestaff}}
*{{RarityItem|Jar of Mystic Carrion's Liver}}
*{{MdRarityItem|Jar of Mystic Carrion's Brain}}
*{{RarityItem|Jar of Mystic Carrion's Brain}}
*{{MdRarityItem|Jar of Mystic Carrion's Liver}}
 


{{Undercity}}
{{Undercity}}
[[Category:Locations]]
[[Category:Locations]]
[[Category:Act Three Locations]]
[[Category:Act Three Locations]]

Latest revision as of 08:54, 18 August 2024

Undercity
Ancient Lair Undercity Ruins
The Ancient Lair is a Location within the Undercity in Act Three of Baldur's Gate 3. It is accessed through a passageway to the west of the Undercity Ruins waypoint.

Overview[edit | edit source]

Map of the Ancient Lair.

Main chamber[edit | edit source]

The main chamber is filled with chests surrounding an open sarcophagus. A hidden (DC 10) locked (DC 20) door on the north wall opens to a second room. Opening any of the chests or looting the undead or unlocking the door to the Workshop (see below) will trigger an ambush by a horde of undead. Your party won't be Surprised Surprised, but will be inflicted with the Spell Rot Spell Rot curse (undead, such as Astarion Astarion, and wizards of Necromancy school will not receive this condition; climbing on the pillar in the north-western corner also removes spell rot temporarily). Spell rot causes each character to take 2d6Damage TypesNecrotic damage per spell level every time they cast a spell (cantrips don't trigger the curse). The curse will be removed when you leave the lair. While the curse can be removed using Remove Curse Remove Curse, it only removes it for 3 combat rounds (or 18 seconds out of combat) before being re-applied.

Workshop[edit | edit source]

The locked (DC 20) door hidden in the north wall can be revealed with a Perception check. It leads to a workshop with a chopped up body and a dead half-elf. The Jar of Mystic Carrion's Brain is found on the central table, while Jar of Mystic Carrion's Liver is in the locked (DC 20) Gilded Chest. Destroying either of the jars will cause a large explosion dealing 8d6Damage TypesFire damage. Reading the book Funerary Jar Form and Function on the nearby table, you will find out that Mystic Carrion Mystic Carrion has hidden his heart in a zombie (Thrumbo Thrumbo).

A ladder to the north of the workshop leads back to the Undercity Ruins in a small previously inaccessible room north of the Bareki Bareki.

Connected locations[edit | edit source]

Creatures[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: