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Underground Passage: Difference between revisions

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==Notable Characters==
==Notable Characters==
* [[Findal]]
* {{CharLink|Findal}}


==Related Quests==
==Related Quests==
* [[Save the Refugees]]
* {{Quest|Save the Refugees}}
* [[Raid the Grove]]
* {{Quest|Raid the Grove}}
*[[Save the Goblin Sazza]]
* {{Quest|Save the Goblin Sazza}}


==Notable Loot ==
==Notable Loot ==

Revision as of 22:43, 2 July 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

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

Related Quests

Notable Loot

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

Hidden Loot

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