More actions
Explore the Ruins is a quest in Act One of Baldur's Gate 3. It can be started by approaching the ruins north of the Overgrown Ruins waypoint, or by reading the Disintegrating Journal.
Objectives[edit | edit source]
Objectives and journal entries may vary pending story decisions and outcomes.
Walkthrough[edit | edit source]
Entering the Ruins[edit | edit source]
The ruins can be discovered in a variety of ways:
- Approaching the Chapel Entrance north of the Overgrown Ruins X: 287 Y: 332, either falling through the cracked stone or using the door.
- A hatch on a nearby cliff X: 317 Y: 363
- Lockpicking the Ancient Door X: 284 Y: 305 northeast of the Overgrown Ruins waypoint (DC 20), then use the Heavy Oak Doors to enter the crypt.
The party encounters a group of bandits if the Chapel Entrance is used. Two of them, Gimblebock and Taman, are arguing over whether they should abandon guarding the crypt ahead to explore the fallen Nautiloid ship. If the party approaches the ruins from the platforms up the stairs, the mage or bowman guarding that respective platform stops them and calls over Gimblebock and Taman. Gimblebock believes the party is trying to loot the ship and tells them to back off.
- [DARK URGE] [STRENGTH] I don't want to hurt you, but provoke me, and I'll keep stabbing long after you're dead. (DC 5)
- [DARK URGE] I am not competition. I am annihilation.
- I mean no harm - I'm just looking around.
- [PERSUASION] That ship is full of monsters. I wouldn't go near it. (DC 10)
- [DECEPTION] I think that ship's an invasion force. Run while you can! (DC 12)
- [INTIMIDATION] The only thing you own is your life. Leave before I take that, too. (DC 10)
- [BERSERKER] [INTIMIDATION] MINE. (DC 10 )
- [BARBARIAN] [INTIMIDATION] Not yours - mine. Leave. Now. (DC 10 )
- [ASTARION] [INTIMIDATION] Just grin, baring your fangs. (DC 10 )
- [MONK] [INSIGHT] Your words hide fear, confusion. Looting that ship will bring you no peace. (DC 10)
- [PALADIN] [INTIMIDATION] Selfish cur - there might be survivors, yet you think only of loot. Leave before I make you leave. (DC 10)
- [GITHYANKI] That's my kin's prize, not yours.
- [HALF ORC] Nothing's yours but your life - and I can take that from you just as easily.
- [FIGHTER] Take your best shot - you'll only get one.
- [WARLOCK] That ship's full of poisonous vapours. Probably demonic. I'd stay away.
- Attack
Successfully passing any skill check results in the bandits simply running off. Otherwise, they attack the party. Be wary of the cracked stone, as it can collapse from attacks. Characters who fall into the pit enter deeper into the crypt, where another large group of bandits lurks.
If the party goes through the front door, they encounter Andorn. Andorn can be tricked into believing the party is his boss or intimidated into letting the party through. Regardless, he is hostile once the party enters the crypt. Moving deeper into the crypt, the party encounters a new group of bandits, who are also immediately hostile.
Moving Deeper into the Ruins[edit | edit source]
Within the crypt is a strange door with no knob or lock X: -178 Y: -322. To proceed, the door must be opened. To enter the passageway, there is a skull that hides a lever X: -174 Y: -359. Press the lever and the door will open. This leads to the Dank Crypt below.
Within the Dank Crypt are corpses of several Entombed Scribes. Move further north and go down the stairs, then move towards the northwestern section of the main room. There is a button on the wall X: -299 Y: -233 that opens up a small room with a sarcophagus. It also resurrects all the entombed scribes, who attack the party.
To the west is a side room, which contains a Book of Dead Gods which reveals more about who is entombed in the crypt. The sarcophagus within the room also contains a Soul Coin, a helpful item for those who recruit Karlach.
Withers[edit | edit source]
Once the Entombed Scribes are defeated, return to the room with the Richly Adorned Sarcophagus. Read the plaque to learn that the being entombed within is known as a 'Guardian of Tombs.' Interact with the sarcophagus to encounter a new being. He asks a simple question - what is the worth of a mortal life? After answering the question, he says he knows the party's faces and will meet with them at the proper time and place.
The strange entity will introduce himself at camp, once a long rest has occurred. His name is Withers and he will resurrect party members for a fee, as well a respec companions and provide hirelings.
Quest Rewards[edit | edit source]
- The Amulet of Lost Voices - in the heavy chest in the room with Withers