Ad placeholder

Overgrown Ruins: Difference between revisions

From bg3.wiki
Jump to navigation Jump to search
Line 66: Line 66:
* 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.
East of the the shrine near the water, a ladder leads up to the Chapel Entrance through a hatch at {{Coords|-250|-270}}. To unlock the hatch, the lever next to the ladder must be pulled.


==== Withers ====
==== Withers ====

Revision as of 08:50, 23 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.

A group of looters are canvassing the Overgrown Ruins. Gimblebock Gimblebock, Quelenna Quelenna, Taman Taman, and Warryn Warryn guard the Chapel Entrance while Andorn Andorn, Barton Barton, Cefrey Cefrey, Haseid Haseid, Mari Mari, and Torgga Torgga loot the Refectory.[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

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 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.

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 1.
  • 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. 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.pnginspirations Secrets of the Sundering for Sages and Divinity 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.

East of the the shrine near the water, a ladder leads up to the Chapel Entrance through a hatch at X: -250 Y: -270. To unlock the hatch, the lever next to the ladder must be pulled.

Withers

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

If the party enters 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.pnginspiration Unfamiliar Unfamiliarity for the Haunted One. If the party does not meet Withers in the Dank Crypt, he will eventually appear in the camp.

Characters

Camp followers

Looters

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 this area was known as the Bedchamber.
  3. This is only available if the Digital Deluxe Upgrade was purchased.