Underground Passage: Difference between revisions

From Baldur's Gate 3 Wiki
Jump to navigation Jump to search
(Added xp gains for saving Findal. More loot. Loot details.)
Tags: Mobile edit Mobile web edit
 
(5 intermediate revisions by 4 users not shown)
Line 2: Line 2:
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.  
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.  


{{SpoilerWarning}}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.
{{SpoilerWarning}}
 
==Overview==
==Access==
There are two entrances into the '''Underground Passage'''.
There are two entrances into the '''Underground Passage'''.
*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 [[Druid 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.


==Story Interactions==
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.
{{SpoilerBox|
* The Underground Pass is a secret entrance into and out of the [[Druid Grove]], for players who wish to avoid the front gate.
* This area contains several [[Goblin]]s who have knocked out the druid [[Findal]]. Rescuing Findal will return him to the [[Emerald Grove]].}}


== Notable Characters ==
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.


==Notable Characters==
* [[Findal]]
* [[Findal]]


Line 27: Line 25:
*{{SmallIcon|Key of the Ancients Icon.png}} [[Key of the Ancients]] (Carried by Findal, which can be [[Sleight of Hand]] off his unconscious body.)
*{{SmallIcon|Key of the Ancients Icon.png}} [[Key of the Ancients]] (Carried by Findal, which can be [[Sleight of Hand]] off his unconscious body.)


* {{SmallIcon|Key Silver A.png}} [[Charred Key]] (Found on a corpse on the rocky island, guarded by two druid statues. Used to safely unlock the heavy chest holding Nature's Snare.)
* {{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}}
{{Coords|-457|-184}}
 
== Hidden Loot ==
== Hidden Loot ==



Latest revision as of 04:06, 2 March 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 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 DC 5 Perception check. 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.

This area contains several Goblins 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.

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:

  • 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.)X: -457 Y: -184

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