Underground Passage: Difference between revisions

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*A stone door concealed with vegetation in the [[Forest]] {{Coords|172|423}}.
*A stone door concealed with vegetation in the [[Forest]] {{Coords|172|423}}.
*A stone door in the [[Makeshift Prison]] {{Coords|204|604}} of the [[Emerald Grove]].
*A stone door in the [[Makeshift Prison]] {{Coords|204|604}} of the [[Emerald 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.
The Underground Pass serves as a secret entrance into and out of the [[Druid Grove]], for those 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.
Magical statues ward some areas of this passage, firing a projectile attack on sight. Noticing these statues requires a passive {{Ability Check|Perception|5}}. Interacting with the '''Runes''' corresponding to their animal shape to turn them 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.


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.
This area contains several [[Goblin|Goblins]] who have knocked out the druid [[Findal]]. The [[Key of the Ancients]] can be pickpocketed from Findal. If defeating the goblins and healing Findal, he will return him to the [[Emerald Grove]]. Findal will confront the party if [[Sazza]] is with them.


==Notable Characters==
==Notable Characters==

Latest revision as of 21:38, 2 June 2024

The Underground Passage.

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.

Overview[edit | edit source]

There are two entrances into the Underground Passage.

The Underground Pass serves as a secret entrance into and out of the Druid Grove, for those 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 DC 5 Perception check. Interacting with the Runes corresponding to their animal shape to turn them 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.

This area contains several Goblins who have knocked out the druid Findal. The Key of the Ancients can be pickpocketed from Findal. If defeating the goblins and healing Findal, he will return him to the Emerald Grove. Findal will confront the party if Sazza is with them.

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:

Hidden Loot[edit | edit source]

  • A buried chest one the top of the small island. DC 10 Survival check to notice.X: -451 Y: -179