Toggle menu
Toggle preferences menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Underground Passage

From bg3.wiki
Not to be confused with Overgrown Tunnel
Emerald Grove
The Hollow
Underground Passage Enclave Library
Forest
The Underground Passage is a Location within the Emerald Grove in Act One of Baldur's Gate 3.
I don't think that statue's eyes are glowing to provide illumination. Best be careful.
Shadowheart, spotting the guardian statue inside


Overview edit

The Underground Passage is a cavernous tunnel which runs roughly in parallel to the western side of the Hollow, connecting certain parts of the Emerald Grove with the Forest. It is trapped with several guardian statues which hurl flames at any trespassers in sight that deal 2d6FireFire damage and inflict 3 turns of BurningBurning on a failed DC 12 Dexterity saving throwDexterity saving throw.

Map of the tunnel

The Underground Passage can be accessed at several points, all of which are concealed by stone doors.

Guardian statues edit

There are five statues in the tunnel, two of them depicting bears, another two eagles, and the last one a wolf.[2] Of the statues, only three, one of each animal, are hostile and a DC 5 Perception check DC 5 Perception check is required to detect each threat. To turn them off, a character must directly interact with the rune that corresponds with the statue's animal shape. Unlike levers, the runes cannot be shot to deactivate them, though a Mage HandMage Hand can be used.

This task can be accomplished without taking damage via Turn-Based Mode and using several DashesDashes or similar class actions to reach each rune. The rune locations are:

  • Rune of the Bear at X: -432 Y: -173
  • Rune of the Eagle at X: -434 Y: -203
  • Rune of the Wolf at X: -456 Y: -183

The last rune is hidden on the side of a rocky outcrop protruding from the water, and reaching it requires jumping from the main path of the passage.

Alternatively, the statues can be attacked and destroyed from a distance.

Interactions edit

If the party have not defeated the Goblin Camp, they find an unconscious FindalFindal surrounded by several goblins. After defeating the goblins, the party can heal Findal or tell him they are going to finish the job. In the former case, he returns to the grove and can later be encountered in the Inner Sanctum. Defeating the goblins and healing Findal grants the inspiration A Timely RescueA Timely Rescue for characters with the Folk HeroFolk Hero background. However, if the party have SazzaSazza with them, Findal realises he has stumbled upon an escape attempt and may become hostile.

While still unconscious, Findal can be freely pickpocketed for the Key of the Ancients; he does not later accuse the party of theft upon waking up.

If the party arrive in the Underground Passage after defeating the Goblin Camp without having saved Findal, his corpse can be found along the path.

When reaching the Rune of the Wolf, at X: -450 Y: -180, a buried chest can be detected with a DC 12 Survival check DC 12 Survival check. It contains an Elixir of Fire Resistance, random alchemical ingredients, and gold. Near the rune itself, at X: -455 Y: -183, a Charred Key and a Potion of Healing can be found on a corpse.[3]

At X: -425 Y: -200 is a trapped heavy chest. A DC 10 Perception check DC 10 Perception check is required to notice the trap, and the chest needs a DC 10 Sleight of Hand check DC 10 Sleight of Hand check to disarm and a DC 15 Sleight of Hand check DC 15 Sleight of Hand check to open. The lock can also be opened with the Charred Key. Inside is gold and the Nature's Snare. Two Oil Barrels lie beside the chest, massively increasing the damage of the trap, if triggered. Therefore, It is advisable to pick up or move the barrels before attempting to disarm the trap. A clutter of crates and barrels nearby contain random potions, scrolls, Thieves' Tools, and Trap Disarm Toolkits.

In front of the Forest entrance, a backpack hidden at X: 167 Y: 418, behind a log, contains a Grease Bottle, a Potion of Healing, and a set of Thieves' Tools.

Characters edit

Loot edit

Related quests edit

Notes and references edit

  1. The Key of the Ancients can be taken from FindalFindal in the Underground Passage itself, or from NettieNettie in the Inner Sanctum.
  2. The tunnel also features the remains of a sixth statue of an elk, but there is no respective rune to be found.
  3. Prior to Hotfix #33[verify], the body was named "Charred Corpse", before being changed to "Dead Man". The model has also been changed accordingly.