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Underground Passage: Difference between revisions
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* A buried chest one the top of the small island. {{Ability Check|Survival|10}} to notice.{{Coords|-451|-179}} | * A buried chest one the top of the small island. {{Ability Check|Survival|10}} to notice.{{Coords|-451|-179}} | ||
{{Emerald Grove}} | |||
[[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 06:55, 2 June 2024
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. |
Overview
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 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.
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
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 three druid statues. Used to safely unlock the heavy chest holding Nature's Snare.)X: -457 Y: -184