Explore the Ruins
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Explore the Ruins is a quest in Act One of Baldur's Gate 3. It can be started by approaching the Overgrown Ruins, or by reading the Disintegrating Journal.

Objectives edit
Objectives and journal entries may vary pending story decisions and outcomes.
Walkthrough edit
Entering the Ruins edit
The ruins can be entered in a variety of ways:
- Approaching the Chapel Entrance north of the Overgrown Ruins at X: 287 Y: 332, and then using the door
- Creating en entrance by snapping the coiled rope holding up a foundation block X: 285 Y: 350, leading into the Refectory
- Climbing down a hatch on a nearby cliff at X: 317 Y: 363
- Lockpicking the Ancient Door northeast of the Overgrown Ruins waypoint (Sleight of Hand check) at X: 284 Y: 305 DC 20
The party can encounter a group of bandits at the Chapel Entrance. Two of them, Gimblebock and Taman, are arguing over whether they should abandon guarding the crypt ahead to explore the fallen Nautiloid ship. If approaching the ruins from the platforms up the stairs, Quelenna or Warryn, who are guarding their respective platforms, stop the party and call over Gimblebock and Taman. Gimblebock believes that the party is trying to loot the ship and tells them to back off.
When approaching Gimblebock from outside, he automatically engages the party in conversation and admonishes them to leave.
- I don't want to hurt you, but provoke me, and I'll keep stabbing long after you're dead. (DC 5)
- That ship is full of monsters. I wouldn't go near it. (DC 10)
- I think that ship's an invasion force. Run while you can! (DC 12)
- The only thing you own is your life. Leave before I take that, too. (DC 10)
- MINE. (DC 10 )
- Not yours - mine. Leave. Now. (DC 10 )
- Just grin, baring your fangs. (DC 10 )
- Selfish cur - there might be survivors, yet you think only of loot. Leave before I make you leave. (DC 10)
- Your words hide fear, confusion. Looting that ship will bring you no peace. (DC 10)
- That ship's full of poisonous vapours. Probably demonic. I'd stay away.
- Selecting any of these options grants: +1 +1 +1 -1
- Attack +1 +1 +1 +1
When exiting from the crypt itself, the party is also engaged in the automated dialogue:
- Read the gnome's mind.
- You have awoken me from my slumber - now I crave your blood! (DC 12)
- You have awoken me from my slumber - now I crave your blood! (DC 5)
- Mine now. Leave. (DC 10)
- It's mine now. Leave before things get ugly. (DC 10)
- Selecting any of these options grants: +1 +1 +1 +1
- Attack +1 +1 +1
Successfully passing any skill check results in the bandits running off without a fight and grants the inspiration for those with the background. Otherwise, they attack the party. Triggering the encounter from the balcony with Warryn does not lead to any approval increase no matter which option is chosen. It is also possible to defeat the bandits after convincing them to leave, granting a total of 120 XP. The cracked stone can collapse from attacks; characters who then fall into the pit enter deeper into the crypt, where another (larger) group of bandits lurks.
If interacting with the locked front door, a dialogue with Andorn, who is inside behind the door, is triggered. Andorn can be tricked to open the door by impersonating Gimblebock or claiming he is injured to let the party through:
- Yes, it's me. Lemme in! (DC 5)
- Yes, it's me. Let me in! (DC 10)
- Gimblebock triggered some trap. He needs help - now! (DC 10)
On a successful Deception or Performance check, the party can enter the Refectory, causing Andorn to become hostile and . If the party fail to convince Andorn to open the door and enter via lockpicking, Andorn will have exited the area and left behind a blast mine trap at the entrance. Also, all bandits inside the Refectory wiil be prepared for combat.
Moving deeper into the crypt, the party can encounter a new group of bandits, who are also immediately hostile.
Moving Deeper into the Ruins edit

Within the crypt is a strange door with no knob or lock at X: -178 Y: -322. A lever hidden behind a skull at X: -174 Y: -359 opens the door, which leads into the Dank Crypt.
In the Dank Crypt corpses of several Entombed Scribes can be found. The party must move further north and venture down the stairs, then move towards the northwestern section of the main room. There is a button on the wall at X: -299 Y: -233 which opens up a small room with a sarcophagus. It also animates all the Entombed Scribes, who attack the party.
To the west is a side room, which contains the 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 Karlach, if recruited.
Withers edit

To finish the quest, the party must return to the room with the Richly Adorned Sarcophagus, where the The Amulet of Lost Voices can be found inside a heavy chest.
Reading the plaque on the sarcophagus reveals the being entombed within is known as a 'Guardian of Tombs.'
Interacting with the sarcophagus results in an encounter with Withers a talking skeleton. He asks a simple question: "What is the worth of a mortal life?" After answering the question, he says he that knows the party's faces and will meet with them at the proper time and place. After this he wanders around in the Dank Crypt until the party leave it.
Once a long rest occurs Withers arrives in camp; he can resurrect party members for a fee, as well as respec companions and provide hirelings.
After the encounter with Withers in the Dank Crypt, the quest is completed.
Quest rewards edit
- The Amulet of Lost Voices - in the heavy chest in the room with Withers
Maps edit
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Refectory Map
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Dank Crypt Map