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Overgrown Ruins

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Wilderness
Emerald Grove
Roadside Cliffs Overgrown Ruins River Chionthar
Ravaged Beach
The Overgrown Ruins is a Location within the Wilderness in Act One of Baldur's Gate 3.


Nothing but dust. Perhaps the faithful abandoned their god. Or their god abandoned them.
Lae'zel, entering the Refectory

Overview[edit | edit source]

The ruins consist of the exterior Chapel Entrance and the interior Refectory and Dank Crypt.[1]

The outer part of the ruins is accessible only from the Roadside Cliffs. The inner part, however, has a direct exit to the Ravaged Beach.

Entering this area grants the party 10 XP at level 2, 30 XP at level 3, and 40 XP at level 4.

Access to the inner parts[edit | edit source]

Four entrances lead into the ruins:

  • Ancient door at X: 285 Y: 305 on the Ravaged Beach requires DC 20 Sleight of Hand check
  • The door down the stairs in the Chapel Entrance at X: 285 Y: 375: DC 7 Sleight of Hand check or convince Andorn Andorn to open the door
  • The locked hatch at X: 318 Y: 364 requires DC 20 Sleight of Hand check
  • Lastly, at X: 285 Y: 350 an additional entrance can be created by destroying the rope holding up a massive block

Chapel Entrance[edit | edit source]

The Chapel Entrance, showing the structure of the upper ruin, and looters standing on watch

The Chapel Entrance spans the upper section of the Overgrown Ruins. It encompasses a series of open marble-paved grounds with a defaced statue in the middle, and stairs leading down to the Refectory, hemmed in between two crumbling trancepts, with open ground on the top of each side. Patches of Twisting Vines Twisting Vines grow here and there; they form a Difficult Terrain Difficult Terrain and can possibly entangle entangle anyone who steps on them.

The western upper ground of the Chapel Entrance has open archways, leading to the Roadside Cliffs, approximately to the point where Lae'zel Lae'zel can be freed from a trap and recruited.

A heavy marble block is suspended from a crane and hangs over the central lower grounds, ready to breach the area below if it falls. Snapping the rope with a ranged attack causes the block to fall, dealing 50PhysicalPhysical damage to creatures below it and crashing through the floor into the Refectory.

As the party approach the ruins, they encounter a gang of looters pillaging the abandoned building. Four bandits, including their leader Gimblebock Gimblebock, are at the entrance, arguing about whether they should investigate the Nautiloid wreck, as well.

It is possible to walk around the outside gang stealthily and reach the path that runs behind the ruins and down the cragged rock.

Inside the ruins[edit | edit source]

Map of the Refectory

Inside, the ruins consist of the Refectory and the Dank Crypt. The door between them is locked and cannot be lockpicked. However, it can be destroyed or unlocked by activating the switch at X: -174 Y: -362 hidden behind a DC 1 Perception check. If the party enter the Dank Crypt through the hatch at Roadside Cliffs or from the Ravaged Beach, the door can be also opened from the other side by lighting the two candles adorning it.

Refectory[edit | edit source]

The Refectory (despite the name) consists of several rooms: not only the mess hall, but also a bedroom, a library, and a third room of unknown purpose, with a small antechamber between the last three. The door from the Chapel Entrance leads into the mess hall. Other rooms are divided from it with a locked door, which can be opened via a lever next to it. Another locked door at X: -178 Y: -322, which cannot be lockpicked, leads from the antechamber to the Dank Crypt.

A pack of six bandits are inside the Refectory: the guard Andorn Andorn stands watch right behind the door, Mari Mari patrols the antechamber, while the others inspect the library for loot.

The shrine inside the Refectory

The party can gain access by lockpicking the door, dropping the marble block down, or speaking with Andorn. Options to convince him are listed on the location page. If the party fail to convince Andorn to open the door peacefully, he plants a trap in the entryway, and all looters inside are readied for combat. Successfully convincing Andorn to let the party in earns the Cheese Your Way Through Cheese Your Way Through inspiration for party members with Charlatan Charlatan background.

If the party drop the marble block through the floor of the Chapel Entrance, it breaches the vault of the "bedroom". In this case, all looters inside (except Andorn) gather to the source of the sound and become hostile to the party on sight. An Oil Barrel lying near the middle of the antechamber is very useful to deal damage to the gang members.

Several Looters' Trunks in the mess hall and in the library contain minor loot, mostly dinnerware. In the mess hall are some Camp Supplies. Bookshelves in the library and in the far corner of the mess hall contain numerous copies of most common books like On Death & Resurrection or The Unclaimed.

Dank Crypt[edit | edit source]

The Dank Crypt is the remains of an ancient temple, crumbling and overgrown. It is strewn with ancient sarcophagi, as well as still working traps and undead guardians.

This area has several rooms. An antechamber connecting two main halls leads to the short corridor opening into the Refectory. One of the rooms has a direct, yet locked, exit to the Ravaged Beach.

Two opulent chests and one gilded chest hiding in shadows near the walls in the antechamber contain random minor loot, possibly including one or more Scrolls of Protection from Evil and Good.

Trapped sarcophagus[edit | edit source]

The southern room containing several sarcophagi at X: -293 Y: -325 is heavily trapped. Numerous Vents spill Grease Grease if triggered, and Gargoyle Heads lining the west and east walls shoot firebolts. Together, they can turn the whole room into a fiery tempest.

However, the whole trap system is triggered only by opening the sarcophagus at the centre. Disarming it prevents all other traps from triggering. If the whole trap system is triggered, pressing the button on the middle pillar at X: -288 Y: -327 turns it off, although pressing the button in advance does not prevent the trap system from triggering.

From one of the sarcophagi on the eastern side a Soul Coin can be looted. A heavy chest near the exit to the Ravaged Beach keeps random loot and some gold. The central sarcophagus contains an Engraved Key and The Watcher's Guide. This key opens the heavy oak doors to the north and allows the party to proceed into the shrine of Jergal.

Shrine of Jergal[edit | edit source]

Map of the Dank Crypt

In the north room, an imposing skeleton statue towers at the centre of an overgrown chamber. Passing a DC 15 Religion check identifies the statue as Jergal Jergal, the divine scribe and former deity of death.

The eastern wall is collapsed to allow passage to a riverside cave routing back to the Roadside Cliffs, which can be accessed through a hatch at X: -250 Y: -270. To unlock the hatch, the lever next to the ladder must be pulled.

The skeletons of four Entombed Scribes and one Entombed Warrior are strewn around the chamber. The Entombed Scribe at X: -311 Y: -252 carries a Heavy Key which unlocks the ancient door leading out to the Ravaged Beach and the waypoint. The skeletons can be looted freely, but any attempt to move them makes them rise and immediately commences the battle [2]. Lighting the braziers using spells such as Fire Bolt Fire Bolt prevents the enemies from capitalizing on dim light via Darkvision Darkvision.

On a side wall behind the statue, at X: -300 Y: -235 a button can be pressed to reveal a hidden chamber. Pressing the button also causes the skeletons to rise and attack the party.

Two gilded chests in the shrine hall at X: -280 Y: -271 (requires DC 12 Sleight of Hand check) and X: -307 Y: -240 contain random minor loot.

Book of Dead Gods[edit | edit source]

In the side room at X:  Y:  a Book of Dead Gods at X: -321 Y: -269 can be found (requires Perception check to locate).

Interacting with the book triggers a cutscene with several ability checks that allow the interacting party member to open the seal on the book and try to understand its function.

To open the book, one must initially pass a DC 15 Arcana or Strength check. Characters involved with magic - i.e. Clerics Clerics, Sorcerers Sorcerers, Warlocks Warlocks and Wizards Wizards - can roll a DC 10 on their basic spellcasting Ability instead. Paladins Paladins can also do this, but roll Wisdom Wisdom instead of Charisma Charisma.

After opening the book, the character must pass a DC 10 Religion check. A successful check grants the following inspirations:

Regardless of whether the character succeeds the religion check, a Scroll of Ray of Enfeeblement falls out of the book. The sarcophagus at X: -324 Y: -274 can be looted for a Soul Coin.

Withers[edit | edit source]

Withers, being awoken from his slumber, asks his question.
I sense another undead presence here. Powerful, but not malevolent.
— Paladins' remark upon entering the crypt

Interacting with the sarcophagus in the secret room wakes Withers Withers, who emerges to ask the interacting party member a question. He later joins the party as a camp follower, offering resurrection, hirelings, and respeccing services for the party. Meeting Withers for the first time grants Unfamiliar Familiarity Unfamiliar Familiarity inspiration for characters with Haunted One Haunted One background. If Withers is not met in the Dank Crypt, he eventually appears at the party's camp on his own.

After initial dialogue with the player character, Withers starts wandering around the crypt, declining attempts to speak with him in more detail while there. His sarcophagus can be looted for another Soul Coin, gold and random valuables. A heavy chest in the opposite corner of the chamber contains the The Amulet of Lost Voices, gold and random valuables.

Characters[edit | edit source]

Camp followers[edit | edit source]

Looters (Chapel Entrance)[edit | edit source]

Looters (Refectory)[edit | edit source]

Creatures[edit | edit source]

Related literature[edit | edit source]

This list contains only items that cannot be looted or purchased elsewhere in the walkthrough.

Loot[edit | edit source]

Hidden treasures[edit | edit source]

  • Buried chest at X: 290 Y: 312
  • Buried chest at X: 302 Y: 338

Related quests[edit | edit source]

Notes[edit | edit source]

  1. In early access, the Refectory was known as the Bedchamber.
  2. However, using Improvised Melee Weapon Improvised Melee Weapon on the bodies and interrupting before the attack hits does not trigger combat, as this is technically not an action, allowing for safe repositioning of the skeletons.[Needs Verification]
  3. Portrait of Fane is only available if the Digital Deluxe Upgrade was purchased.