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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 | edit source]

Objectives and journal entries may vary pending story decisions and outcomes.

Find a way into the ruins.
  • We met some bandits near some ruins. They've been trying to break into a crypt - with no success. Whatever they're after is probably still inside.
  • One of the druids' books mentioned a hidden cache in some abandoned ruins to the south of the grove. We should find a way into these ruins.
  • Shadowheart was trying to get into a building to look for supplies. We should see if there's anything useful in there.
Investigate the ruins.
  • We found a way into the abandoned ruins.
  • When entering via the trapdoor: We've entered some ruins through an underground cave. There's bound to be some interesting artefacts down here.
  • When entering via the locked door (down on the beach): We've entered some kind of crypt. It doesn't look like anyone has been here in a while - there might still be some valuable artefacts lying around.
  • We found a locked door, but it doesn't have a keyhole. There's got to be something interesting behind it.
  • The strange door led deeper into the ruins. There are bound to be some interesting artefacts down here.
Open the sarcophagus.
  • We found a large sarcophagus hidden in the ruins. Who lies within?
Talk to the strange figure.
  • A strange figure emerged from one of the sarcophagi we opened. Seems like he has something to say.
  • The plaque by the sarcophagus mentioned a 'Guardian of Tombs'. Could it be the strange figure who offered us help?
  • That strange figure found our camp. What does he want?
Quest Complete
  • The strange figure admitted he was the 'Guardian of Tombs' and that he'd been sealed within one of the ruins' sarcophagi. He was likely the ruins' greatest secret.
  • The strange figure said he would see us again soon. He was probably the ruins' greatest secret, but there's no harm in checking for more valuables.
  • That strange figure somehow found our camp. He was probably the ruins' greatest secret, but there could still be some treasure down there.
  • We never ended up exploring the abandoned ruins.

Walkthrough[edit | edit source]

Entering the Ruins[edit | edit source]

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 ( DC 20 Sleight of Hand check) at X: 284 Y: 305

The party can encounter a group of bandits at the Chapel Entrance. Two of them, Gimblebock Gimblebock and Taman 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 Quelenna or Warryn 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.

  • [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 Advantage Icon.png)
  • [BARBARIAN] [INTIMIDATION] Not yours - mine. Leave. Now. (DC 10 Advantage Icon.png)
  • [ASTARION] [INTIMIDATION] Just grin, baring your fangs. (DC 10 Advantage Icon.png)
  • [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 running off without a fight. Otherwise, they attack the party. 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 Andorn, who is inside behind the door, is triggered. Andorn can be tricked into believing that the interacting party member is his boss or be intimidated to to let the party through. Regardless, he is hostile once the party members enter the crypt.

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 | edit source]

The skull behind the statue leads the way below.

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 Scribe 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 resurrects 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 {CharLink|Karlach}}, if recruited.

Withers[edit | edit source]

Withers provides hirelings, respecs characters, and resurrects dead companions for a fee.

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 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 has occurred 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 | edit source]

Maps[edit | edit source]