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[[File:Map Ancient Lair.png|thumb|Map of the Ancient Lair.]]
[[File:Map Ancient Lair.png|thumb|Map of the Ancient Lair.]]
===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 {{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.
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. The party will not be {{cond|Surprised}}, but will be inflicted with the {{cond|Spell Rot}} curse (those with ties to 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, not being spells proper, do not trigger the curse). The curse is removed upon leaving 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.


If a party member is strong enough, it is possible to pick up at least one enemy before they awaken, which effectively removes them from combat. This triggers the rest of the undead to rise, so it is wiser to prioritize Ancient Servants for this trick, as they are the most dangerous opponents in the room. The corpse can be disposed of later at the party's discretion.
If a party member is strong enough, it is possible to pick up at least one enemy before they awaken, which effectively removes them from combat. This triggers the rest of the undead to rise. It is advisable to prioritize {{CharLink|Ancient_Servant|Ancient Servants}} for this, as they are the most dangerous opponents in the room. The corpse can disposed of later at the party's discretion.


===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 {{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}}).
The locked (DC 20) door hidden in the north wall may 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, reveals {{CharLink|Mystic Carrion}} has hidden his heart in ({{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 {{CharLink|Bareki}}.

Revision as of 20:55, 12 January 2025

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

Map of the Ancient Lair.

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. The party will not be Surprised Surprised, but will be inflicted with the Spell Rot Spell Rot curse (those with ties to 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, not being spells proper, do not trigger the curse). The curse is removed upon leaving 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.

If a party member is strong enough, it is possible to pick up at least one enemy before they awaken, which effectively removes them from combat. This triggers the rest of the undead to rise. It is advisable to prioritize Ancient_Servant Ancient Servants for this, as they are the most dangerous opponents in the room. The corpse can disposed of later at the party's discretion.

Workshop

The locked (DC 20) door hidden in the north wall may 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, reveals Mystic Carrion Mystic Carrion has hidden his heart in (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

Creatures

Related quests

Notable loot

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