Explore the ruins is the main quest in BG3, which is related to the exploration of the Overgrown Ruins location. There are several ways to get inside, and this guide page describes them all.
This page of the Baldur's Gate 3 guide features a walkthrough for the Explore the ruins quest. This walkthrough will help you complete the quest.
Quest objectives
Walkthrough
Quest objectives
Enter the ruins;
explore the ruins;
talk to the hooded figure.
Walkthrough
You activate the quest at the beginning of the game. Walking alongside the beach you've crashed on, you'll run into Shadowheart. She will be standing by a locked door. Talk to her and you will learn that she is trying to get in. During this conversation, you can also recruit the female Cleric to the party. There are a few ways to enter the temple.
Variant 1 - Breaking in
Variant 2 - Entering through the chapel
Variant 3 - Trapdoor
Variant 4 - Hole
Variant 1 - Breaking in
The easiest way to get inside is to open the door next to which you and Shadowheart stand. Check the nearby barrels – you will find thief's tools. Use them to get inside. This will immediately let you reach the Dank Crypt, the quest's key location.
Variant 2 - Entering through the chapel
The second option is to go up the hill. You'll encounter a group of looters. You can deal with them in two ways:
Peacefully - follow the bottom path straight to the two looters. This will trigger a conversation. To avoid bloodshed, you must pass one of the skillchecks – persuasion, intimidation, or deception. Before you choose, check which one has the best odds of succeeding. Don't forget to save the game too;
Violently - sneak up on the archer on the hill. That way you will gain an advantage in the fight.
Once you've dealt with the enemies, save the game again and head for the door. Get closer to them to trigger some dialogue - a performance or deception check will get you inside. If you fail, you can always open the door with thief's tools.
This will let you reach the Bedchamber. You will encounter one guard. You shouldn't have any problems with defeating him. Next, head to the locked door. Destroy them to move on.
Behind them is another enemy patrolling the area. You have to eliminate him in one turn. Otherwise, he will call for reinforcements from the adjacent room.
You need to get to door in the right corner of the room. After the battle, you can use one out of the two ways to open them:
fight - you must enter the room that has a group of opponents. If they haven't been alerted, you can surprise them. Pay special attention to archers, as they can inflict serious damage to the party. A button for opening the door is at the very end of it (you need to pass perception skillcheck);
destroying the door.
The passage to the crypt is behind the gate.
Variant 3 - Trapdoor
There is a path to the east of the chapel. At its end, there is a trapdoor. You have to open it with thief's tools. Your party will enter the Dank Crypt.
Variant 4 - Hole
There's a huge rock hanging above the looters in the chapel. Set fire to the rope holding the boulder – it will fall and make a hole in the ground. Go through it to a ruined room. When you get out of it, you will be in the same room that can be accessed using the other methods.
Once you get into the crypt, you have to get a key to the locked door. It is located in a sarcophagus in the Dank Crypt (Darkvision will be useful here). There are 8 gas traps in the room – you need to pass a perception skillcheck to see them. To avoid activating them, you have to cover the traps with something. If you can't detect one of them, you won't be able to disarm that trap – it will be able to activate.
There is a button on one of the columns (also detected by passing a perception skillcheck). After taking the key and activating the trap, you can press it to disable the trap again.
When you get the key, go to the other side of the corridor (through which you entered the crypt if you used variant 2 or 4) and open the door. Head straight to the left corner of the room. After successfully passing the perception skillcheck, a button will appear. Pressing it will make the nearby corpses to attack you. During combat, make sure your mages are outside of the mute spell. If they get hit with this spell, they won't be able to cast spells.
When the fight is over, you can enter the tomb. Interact with the sarcophagus and a hooded figure will appear. Talk to that person to complete the quest.
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. Bandits guard the way into the ruins.
You'll notice a locked door on the west side of the hallway. You can break it down, or continue further south into a room with a statue and lots of books. Head behind the statue, and a Perception Check will reveal a skull-shaped lever that you can push to open the locked door.
When you're ready, head to the north side of the room, to the left of the large statue, and activate the button that appears. This will open a hidden chamber and revive the skeletons for a fight!
It's arguably better to attack Gimblebock, as on top of more exp (70exp), you also get loot, as you won't run into this group again. The only benefit to resolving peacefully is 50 exp. If you resolve the conflict peacefully with Lae'zel in the party, she'll comment: "It would have been quicker to kill them."
To enter the ruins, head to the right of where Shelda is sitting. There's a Buffalocust flying above. Since it dives towards sauces it loves, locate the cracked circular area on the ground and squirt it with hot sauce using your Sauce Slinger.
If you (or any of your party) pass, you'll find a skull-shaped lever. Pull it to unlock that door, and you'll find another door leading to the Dank Crypt. (If you miss this lever, you'll have to go back to the cliffside path (above) to reach the Dank Crypt.)
If Astarion ascends, he loses all that character development and goes back to how he was when players first met him after the Nautiloid crash, but with the added evilness, hunger for power, and controlling demeanor. If the player chooses to prevent him from ascending, he later thanks them for saving him from himself.
Basically, if you're not proficient with a certain kind of Armour and try to wear it, you will be unable to use Spells and will have a Disadvantage for all Ability Checks, Saving Throws, and Attack Rolls. Armour Proficiency can be gained with Classes, but some Races and even Feats also grant Armour Proficiency.
Your new eye gives you +1 on intimidation, but a disadvantage on perception checks and attacks against hags. Perception is an important stat in Baldur's Gate 3, so it depends on whether or not your party can pick up the slack or not.
But those who interact with the book will find there are no serious encounters, only a mystery Baldur's Gate 3 offers up. Beyond just being intriguing, the Book of Dead Gods provides concrete answers about the fate of deities that have been forgotten.
To do so, hover your cursor over the ancient door and you should see a lock symbol appear. This indicates that the door is indeed locked. From there, right click to open up the sub menu for the door, and you'll see an option to lockpick. The difficulty roll requires to open the door this way is a staggering 20.
Entry area. At the northern most point of the city sewers is the entrance to the Undercity Ruins through a stone arch. In the area immediately after the arch is the Undercity Ruins waypoint. To the west, Voiceless Penitent Bareki has some items for sale, further on is a passageway that leads to the Ancient Lair.
After talking to Dorran, place the Scholars' Moonstone in the central pedestal. Use Accio to move one pillar opposite the symbol that looks like a key. Use Accio again but on the other pillar then drag it to opposite the symbol that looks like a sun. Wait for the entrance to the ruins to open then enter.
Fields of Ruin is a level 30-40 zone SE of Plains of Ashford. It can be accessed by using an Asura gate in Divinity's Reach (Rurikton district) or alternatively those who are feeling adventurous can access it via Blazeridge Steeps (40-50 zone) which is connected with Plains of Ashford.
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