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Underground Passage: Difference between revisions
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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.
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DrakeCross22 (talk | contribs) (Added xp gains for saving Findal. More loot. Loot details.) |
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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. Utilize the '''Runes''' corresponding to their animal shape to ensure they are turned off. | {{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. | ||
==Access== | ==Access== | ||
Line 24: | Line 24: | ||
==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: | ||
*{{SmallIcon|Natures Snare Icon.png}} [[Nature's Snare]] | *{{SmallIcon|Natures Snare Icon.png}} [[Nature's Snare]] (Held in a trapped and locked chest in a quite dark corner. Passive {{Ability Check|Perception|10}} to notice trap. {{Ability Check|Sleight of Hand|15}} to lockpick. {{Ability Check|Sleight of Hand|10}} to disable trap, an small explosion that will blow up some nearby [[Oil Barrel|Oil Barrels]]. Can be unlocked and safely opened with the '''Charred Key'''.) | ||
*{{SmallIcon|Key of the Ancients Icon.png}} [[Key of the Ancients]] | *{{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.) | |||
{{Coords|-457|-184}} | |||
== Hidden Loot == | |||
* A buried chest one the top of the small island. {{Ability Check|Survival|10}} to notice.{{Coords|-451|-179}} | |||
[[Category:Locations]] | [[Category:Locations]] | ||
[[Category:Act One Locations]] | [[Category:Act One Locations]] | ||
[[Category:Locations in Druid Grove]] | [[Category:Locations in Druid Grove]] |
Revision as of 03:22, 15 October 2023
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.
Spoiler warning: The following content contains unhidden spoilers. Read at your own risk. |
Access
There are two entrances into the Underground Passage.
- A stone door concealed with vegetation in the Forest X: 172 Y: 423.
- A stone door in the Makeshift Prison X: 204 Y: 604 of the Druid Grove.
Story Interactions
Spoiler warning! This section reveals details about the story of Baldur's Gate 3.
- 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 Goblins who have knocked out the druid Findal. Rescuing Findal will return him to the Emerald Grove.
Notable Characters
Related Quests
Notable Loot
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
- Nature's Snare (Held in a trapped and locked chest in a quite dark corner. Passive DC 10 Perception check to notice trap. DC 15 Sleight of Hand check to lockpick. DC 10 Sleight of Hand check to disable trap, an small explosion that will blow up some nearby Oil Barrels. Can be unlocked and safely opened with the Charred Key.)
- Key of the Ancients (Carried by Findal, which can be Sleight of Hand off his unconscious body.)
- 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.)
X: -457 Y: -184