The Emerald Grove – Baldur’s Gate 3


The Emerald Grove is home to a group of druids dedicated to Silvanus the Treefather. But there are also tieflings inside who are seeking sanctuary, and goblins outside who are hoping to burn the place to the ground. Who will you support? In this guide, we’ll describe all of the important interactions you can have in the grove, including where to find the unique glaive Sorrow.

Note: The original version of this guide was written by DanielD, and much of its information was sourced by him initially.


Map

baldurs gate 3 map emeraldgrove 2

Points of Interest
1 – Nadira / Telescope
2 – Kanon’s Grave / Belongings
3 – Confrontation
4 – Lakrissa
5 – Arron
6 – Cal, Lia and Rolan
7 – Toron and the Oxen
8 – Training Area
9 – Okta
10 – Auntie Ethel
11 – Aradin’s Band
12 – Dammon
13 – Storage Building
14 – Makeshift Prison
15 – Mattis and Silfy
16 – Komira and Locke
17 – Jeorna, Maggran and Mino
18 – Volo
19 – Idol of Silvanus
20 – Topaz
21 – Elevator / Tuffet
22 – Ormn / Amulet of Silvanus
23 – Alfira / Gilded Chest
24 – Singing / Mirkon / Harpies
25 – Harpy Nest
26 – Guardian Statues
27 – Findal and Goblins
28 – Dead Human
29 – Heavy Chest
30 – Rath
31 – Kagha
32 – Kagha’s Chest
33 – Nettie
34 – Stone Slabs
35 – Mind Flayer Parasite Specimen
36 – Wolf Statue / Hidden Vault
$ – Chests
? – Dirt Mounds

Exits
A – Overgrown Portcullis
B – Underground Passage
C – Secluded Chamber
D – Tiefling Hideout
E – Inner Sanctum Main Entrance
F – Inner Sanctum Back Entrance

Waypoints
W – Emerald Grove Evirons

1 – Nadira / Telescope

  • Enemies
    • Bugbear Assassin – Lv. 3
  • Notable Loot
    • Soul Coin

The first time you approach this location, you’ll interrupt a bugbear assassin trying to kill a tiefling named Nadira. You’ll surprise the assassin when you arrive, giving you a free round of attacks, and you’ll probably outnumber the assassin four against one — meaning the battle should not be very difficult. But if needed, put your ranged attackers on top of the rock next to Nadira’s position, so they’ll have a height advantage against the assassin.

Afterwards when you talk to Nadira, she’ll assume you’ve been sent by a devil to confiscate her Soul Coin. If you pass a DC-5 check for Deception, Intimidation or Persuasion, then you’ll convince her to hand the coin over to you. Otherwise, she’ll keep it, and if you really want it then you’ll have to steal it from her. You’ll earn 40 xp for killing the bugbear assassin and 35 xp for talking to Nadira.

Next to Nadira, you’ll find a telescope. If you interact with it and pass a DC-10 Perception check, then you’ll spot a red dragon in the distance. You’ll meet that dragon later in the Risen Road.

2 – Kanon’s Grave / Belongings

When you first arrived at the Emerald Grove, Kanon was killed during the goblin attack at the front gate (Exit A). Afterwards, you’ll find his body on the ramparts above the gate, with fellow guards Kaldani and Rikka mourning his loss. If you use Speak with Dead on Kanon there, then you’ll learn that he was a tailor with a sister named Arka — whom you’ll meet in the Makeshift Prison (#14) — and that he hid his valuables in his bedroll.

After you’ve camped once, Kanon will get buried at a grave here. You’ll find his belongings next to his bedroll at the campfire to the southeast. To loot the grave or the belongings, you’ll just have to avoid the gaze of Kaldani, who will start patrolling the area after Kanon’s burial. You’ll find some random loot in Kanon’s belongings, plus a Longbow and a Robe on his corpse in the grave.

Note: You’ll need a Shovel to dig up Kanon’s grave. Conveniently, you’ll find one leaning against the crate by the campfire.

3 – Confrontation

baldurs gate 3 screenshot emeraldgrove aradin

If Aradin survived the battle at the front gate (Exit A), then when you approach this spot you’ll witness a confrontation between him and the tiefling leader Zevlor. If you pass a DC-7 Insight check, then you’ll sense that a fight is about to break out between the two. This will allow you to punch one of the two combatants, provided you can pass a DC-16 Strength check for Aradin or a DC-17 Strength check for Zevlor. You can also try to diffuse the situation by passing a DC-10 Intimidation check or a DC-15 Persuasion check.

Depending upon your actions, Aradin will get knocked out, Zevlor will get knocked out, or you’ll prevent the two from fighting. However, the outcome won’t really change anything. Afterwards, Aradin will head deeper into the grove (#11), and Zevlor will retire to the Secluded Chamber (Exit C).

4 – Lakrissa

Lakrissa will be pessimistic about how she and her fellow tieflings will fare against the goblins, and she’ll bet you 10 gold that they won’t make it to Baldur’s Gate. Since Lakrissa will be dead if she wins, there isn’t any reason not to make the bet.

If Lakrissa survives Act 1, if you rescue her from the Moonrise Towers in Act 2, and if you meet with her in the Elfsong Tavern in the Lower City in Act 3, then any Folk Hero in your party (like Wyll) will earn the “A Bet is a Bet” inspiration.

5 – Arron

Arron is a merchant — perhaps your first in the game — but you might want to skip him and head to the blacksmith Dammon deeper in the grove (see #12 for the reason). Still, Arron will have some basic items for sale, including Thieves’ Tools, Trap Disarm Toolkits, and +1 magical weapons and armor. Just be sure to use your character with the highest Persuasion when you talk to him, since you’ll get better prices that way.

6 – Cal, Lia and Rolan

baldurs gate 3 screenshot emeraldgrove rolan

At this spot, you’ll witness the siblings Cal, Lia and Rolan arguing about whether they should stay and help their fellow tieflings or flee while they can. There are three ways to make them stay:

  • You can convince them by beating a DC-10 Persuasion check.
  • You can fail the Persuasion check and then “bribe” them to stay. This won’t actually cost you anything.
  • If you’re playing a Barbarian, Monk, Paladin or Ranger, then you’ll get a special line of dialogue, and choosing it will convince them to stay.

If you fail to make the siblings stay, or if you tell them to leave, or if you don’t say anything, then they’ll sneak away from the grove, and you won’t see them again. If you convince them to stay but you side with the goblins, then they’ll die in the fighting.

If you convince the siblings to stay, then you’ll earn 15 xp. If the siblings survive Act 1, then you’ll potentially see them again in Act 2 at the Last Light Inn and Moonrise Towers, and in Act 3 in the Lower City.

7 – Toron and the Oxen

baldurs gate 3 screenshot emeraldgrove haystack

Toron won’t say much to you, but if you manage to pickpocket him then you’ll find a Worn Key in his inventory. This key will allow you to unlock the travel-worn chest by the cart to the north (near Exit D1). Inside the chest, you’ll find some random loot.

If you cast Speak with Animals and talk to the Bored Ox, then he’ll reveal that the tieflings sometimes hide “shiny bits” in his hay. If you ask him to elaborate, then he’ll reveal a nearby haystack. You can also detect the haystack by walking right up to it and passing a DC-9 Perception check. Inside the haystack, you’ll find a Pouch containing some random loot. Interacting with the haystack will earn you 15 xp.

If you pass a DC-10 Insight check when walking past the Strange Ox, then you’ll sense that he seems to be watching you. If you talk to him and pass a DC-10 Arcana check, then you’ll realize that something is “off” about him. If you have Speak with Animals active and pass a DC-10 Deception, Intimidation or Persuasion check, then the ox will simply state that he is heading for Baldur’s Gate with or without the tieflings, and he won’t elaborate further. As long as the Strange Ox survives, you can meet him again in Act 2 at the Last Light Inn and in Act 3 in Rivington.

8 – Training Area

At this spot, you’ll encounter a handful of tiefling children, plus Guex, learning how to fight. There are two ways to help Guex:

If you’re successful with Guex, then he’ll give you a Battleaxe, and any Soldier in your party (like Lae’zel) will gain the “To Arms!” inspiration.

This is also where you’ll meet the Human Warlock Wyll. If you recruit him as a companion, then you’ll trigger his quest The Blade of Frontiers.

9 – Okta

You’ll see Okta here stirring a cauldron full of Gruel. If you talk to her, then she’ll offer you a bowl of it. Gruel might not seem great, but it provides 3d4 healing, so it’s useful to have around. Just remember to move it out of your Camp Supply Sack and into your regular inventory. If you tell Okta that the Gruel reminds you of home, then she’ll give you two bowls instead of one. You can get a bowl of Gruel for each character in your party.

10 – Auntie Ethel

baldurs gate 3 screenshot emeraldgrove ethel

You’ll meet Auntie Ethel here. If you let her fuss over you, then she’ll give you a Potion of Greater Healing. If you tell her about the parasite in your head, then she’ll invite you to her house in the Sunlit Wetlands, and she’ll mark its location on your map. Otherwise, Auntie Ethel is a merchant, and she’ll have some potions for sale. She’ll only stay in the grove for a little while.

11 – Aradin’s Band

If Aradin, Barth and Remira survive the goblin attack at the front gate (Exit A), then this is where they’ll end up inside the grove — that is, after Aradin has had his disagreement with Zevlor (#3). They’ll only stay in the grove briefly before heading out again. If you don’t see them here, then you’ll encounter them in the Forest.

The first time you approach the band, you’ll witness a tiefling thief named Meli stealing a Brass Locket from Barth. This can lead to the quest Return the Locket.

12 – Dammon

You’ll meet the tiefling blacksmith Dammon at the forge here. He’ll have a variety of weapons and armor for sale. Dammon is also involved in Karlach‘s companion quest Our Fiery Friend.

Dammon is the only merchant you can meet in all three acts of the game. That makes it worthwhile to improve his attitude towards you, especially if you reach him while you’re only level 2. At that point, giving him 100 gold will improve his attitude by 20, so 500 gold will maximize his attitude towards you. This will improve your buying and selling prices by around 20%, making it pretty easy to recoup your investment.

Near Dammon in a crate, you can steal a Breastplate +1.

13 – Storage Building

In front of the building here, you’ll meet Zorru. He’s involved in the quest Find the Githyanki Creche.

Also in front of the building, you might notice a rat scurrying around. If you talk to him while Speak with Animals is active, then he’ll tell you that he chipped his tooth on an “evil thing” inside, and he’ll offer to show it to you. The rat will then rush inside the building, and when you eventually follow him, you’ll find him next a pantry chest containing a Cabinet Key. The Cabinet Key is the evil thing. The key will allow you to unlock a nearby alchemist’s cabinet, where you’ll find Basic Poison (x2), Drow Poison, and a Simple Toxin (x2).

There are two ways to enter the storage building:

  • The quickest way is to pick its DC-10 lock while nobody is looking. You can also unlock this door using the Storage Key found on Pandirna, the tiefling inside.
  • The more roundabout but safer way is jump down to the path on the northern side of the prison (#14) and then climb into the storage building from behind.

When you enter the storage building, you’ll be confronted by Pandirna. If you pass a DC-10 Deception, Insight, or Persuasion check, then she’ll allow you to stay, and she’ll talk to you. If you pass a DC-10 Intimidation check, then she’ll allow you to stay, but she won’t talk to you. If you fail your check, then Pandirna will stay vigilant against you, and if she spots you two more times, then she’ll call the guards, which will might start a fight or get you thrown in prison.

If you talk to Pandirna, then you’ll learn that she drank a potion from Auntie Ethel (#10), which made her strong and fearless — but also paralyzed her legs. If you cast Lesser Restoration on her (available from Shadowheart starting at Level 3, or from the Amulet of Silvanus, #22), then you’ll cure her condition, but you won’t earn much of a reward for it. Pandirna will simply allow you to wander around the storage building, just as if you had passed one of the skill checks listed above, but it’s difficult to get close enough to her to help her without having passed one of the checks already, so the reward is kind of moot.

You won’t find much to loot inside the storage building other than the poisons from the alchemist’s cabinet behind Pandirna (which are easiest to steal while Pandirna is paralyzed) and some food items in the other containers.

14 – Makeshift Prison

baldurs gate 3 screenshot emeraldgrove arka

The first time you enter this prison, you’ll witness Kanon’s sister Arka working herself up to shoot an imprisoned goblin named Sazza, much to the chagrin of another tiefling named Memnos. (You might remember Kanon as the tiefling who got killed on the wall when the goblins attacked the front gate of the grove.) This encounter can go one of three ways:

  • If you just watch, then Arka will kill Sazza.
  • If you intervene but fail one or two checks, then Arka and Memnos will turn “temporarily hostile” and attack you. To avoid killing them, either flee the prison to the north and enter the Underground Passage (Exit B), or turn on Non-Lethal Attacks, which is available in the Passives tab of the hotbar, and fight them. Just be aware that knocking out characters will decrease their attitude towards you — by a lot.

If Sazza survives the encounter, then afterwards you’ll be able to talk to her, and you’ll learn that the goblins have a powerful healer named Priestess Gut at their camp. Sazza will then offer to introduce you. If you accept, then you’ll trigger the quest Save the Goblin Sazza.

The prison is also where you’ll get sent if you’re caught breaking the law or being mean to children.

15 – Mattis and Silfy

At this spot, Mattis will try to interest you in some of his “lucky” wares, but really he’s just trying to distract you while his sister Silfy liberates some of your inventory. If you beat a DC-15 Sleight of Hand check, then you’ll impress Mattis — and gain Inspiration if you have an Urchin in your party. If Silfy attempts to rob you, and you pass a DC-10 Perception check, then you’ll catch her in the act — but being nice to her anyway might pay dividends later in the Tiefling Hideout (Exit D). If Silfy successfully robs you, and you pass a DC-5 Perception check, then you’ll notice the theft, which will trigger the quest Find Your Belongings.

16 – Komira and Locke

The first time you approach the Sacred Pool, you’ll witness Komira and Locke demanding to see their daughter Arabella, and the druid guards Jeorna, Maggran (in bear form) and Mino (#17) not accommodating them. If you talk to Komira and Locke afterwards, then you’ll either trigger the quest Save Arabella with them, or you’ll trigger it when you enter the Inner Sanctum (Exit E) later.

17 – Jeorna, Maggran and Mino

18 – Volo

You’ll meet Volo here. He’ll interview you about the goblin attack at the main gate (Exit A). It won’t make any difference what you say; Volo will write the story the way he wants. At some point later, Volo will travel to the Goblin Camp to learn more about the Absolute — and without surprise find himself in need of a rescue.

“My friend, every story benefits from a dragon.” – Volo

19 – Idol of Silvanus

The idol here is at the center of the druids’ attempt to cut off the Emerald Grove from the rest of the world. Mol in the Tiefling Hideout (Exit D) might ask you to steal it. See the quest Steal the Sacred Idol for details.

20 – Topaz

You’ll meet a bird named Topaz here. He’ll be fiddling with his nest, which contains a gold coin and a Shiny Key. If you have Speak with Animals active, then you’ll get two ways to interact with Topaz. If you pass a DC-10 Deception check, then you’ll convince him that he doesn’t need the coin, which will allow you take it without stealing it. If you pass a DC-5 Intimidation check, then you’ll scare Topaz away.

baldurs gate 3 screenshot emeraldgrove shinychest

Of more interest, perhaps, is the Shiny Key in Topaz’s nest. Just to the north of Topaz’s position, you might notice a Shiny Chest on one of the columns. It’s difficult to see at Topaz’s level, but if you return to the path leading into the grove from the front entrance (Exit A), then you’ll be able to look down on it.

There are a couple ways to get to the Shiny Chest. You can simply jump down to it from the path and then jump to the ground after looting it, but regular jumps of this type will cost you minor damage. For better results, you can use Feather Fall before jumping to avoid taking damage, or you can use Misty Step to teleport to and from the chest.

The Shiny Chest has a DC-15 lock. To open it, you’ll either need to steal the Shiny Key from Topaz’s nest, or you’ll have to pick the lock. Inside the chest, you’ll find some moderate loot, most likely including a spell scroll or a potion.

21 – Elevator / Tuffet

This elevator here allows you to move easily between the Sacred Pool and the entrance to the grove (Exit A). However, before you can use it, you’ll need to convince the bear Tuffet to stop sleeping on it. If you have Speak with Animals active, then you can simply ask her to move. Otherwise, you’ll have to beat a DC-10 Animal Handling check or a DC-5 Performance check (Ranger only), or you’ll have to throw a Fish (assuming you have one in your inventory) to lure her away.

Note: If you need a Fish, you can get one from the ground by Ormn (#22). Every so often he’ll swipe one out of the water. You can also get Fish from the Bucket of Fish next to Volo (#18).

22 – Ormn / Amulet of Silvanus

Ormn will regularly swipe Fish out of the water, giving you a free source of camp supplies. If you talk to him while Speak with Animals is active, then he’ll tell you that he’s sad because his master Halsin is missing. If you talk to him again after rescuing Halsin, then Ormn will become much happier, and you’ll earn 15xp.

baldurs gate 3 screenshot emeraldgrove ormn

Near Ormn is a flat rock that you can move. Underneath it you’ll find an Amulet of Silvanus. You’ll have to “steal” the amulet, but Ormn won’t mind.

23 – Alfira / Gilded Chest

At this spot you’ll meet the tiefling bard Alfira, who is attempting to write a song for her dead music teacher Lihala. The song isn’t very good, to which the nearby squirrels Corinna and Spar will attest, if you have Speak with Animals active.

“Our brains are melting!” – Corinna

You’ll have two choices for the encounter:

  • You can discourage Alfira from writing the song. For this, just tell her that there are more important things to worry about right now, and then pass a DC-10 Dexterity check to snatch her lute away and break it.
  • You can help Alfira with the song. If you’re playing a Bard, then you can just tell her the right words. Otherwise, you can ask her about the song, and she’ll figure out the words by herself. But the best option is to offer to play along with her. Alfira will lend you Lihala’s Lute, and if you can beat a DC-15 or a DC-10 Performance check, then she’ll finish the song and allow you to keep the lute, and you’ll gain the Musical Instrument proficiency. You can also just pocket the lute when she hands it to you, but you won’t gain the proficiency that way. If you help Alfira with her song, then any Entertainer in your party will gain the “A Bard’s Muse” inspiration.

Just past Alfira, you’ll discover a gilded chest. If you can defeat its DC-10 lock, then inside you’ll find a Cap of Curing.

24 – Singing / Mirkon / Harpies

  • Enemies
    • 4x Harpies – Lv. 3

When you arrive at this spot (#24), you’ll here singing coming from the beach. This will trigger the quest Investigate the Beach, where you’ll need to rescue the tiefling boy Mirkon (#24a) from some harpies (#24b).

25 – Harpy Nest

You’ll have to do some jumping to reach this nest. Inside you’ll find a Ring of Colour Spray.

26 – Guardian Statues

There are three guardian statues — Bear, Eagle and Wolf — in the Underground Passage. The first time you get close to one, if you pass a DC-5 Perception check, then you’ll comment that it looks dangerous. That’s a good observation because when the statues spot you, they’ll start shooting small fireballs are you, which will kill you quickly early in the game.

The statues are “sturdy,” making them difficult to kill, but luckily each one has a rune close to its position. Activating the rune will turn off the statue. The easiest way to do this — while avoiding damage — is to enter turn-based mode and trigger Dash, which will allow you to run past a statue and activate its rune all in one turn. Just be careful to avoid the mud patches, which will slow you down.

27 – Findal and Goblins

  • Enemies
    • Sharp-Eye Gurza – Lv. 2
    • Tracker Torrack – Lv. 1
    • Tracker Worm – Lv. 1
    • Warrior Gresh – Lv. 2

At this spot you’ll discover a quartet of goblins loitering over an unconscious druid named Findal. The goblins will attack you on sight — even if you have Sazza (#13) with you. The goblins are low enough level that they should be relatively easy to kill, but if you have trouble with them, then try entering the Underground Passage via its southern entrance. The goblins are set up to attack you as you approach from the north, but if you approach from the south instead, then you’ll have a much easier time.

baldurs gate 3 screenshot emeraldgrove findal

After the battle, you’ll need to cast a healing spell or throw a healing potion on Findal to wake him up. Then when you talk to him, he’ll thank you for your help, and he’ll scamper off to the Inner Sanctum. Defeating the goblins will earn you 60xp. Talking to Findal will earn you 10xp.

Note: Before waking up Findal, you might want to pickpocket him. He’s carrying a Key of the Ancients, which you can use to open the stone slabs in the Inner Sanctum (#34).

28 – Dead Human

On the corpse here, you’ll find a Charred Key. You can use it to unlock the heavy chest to the east (#29).

29 – Heavy Chest

This chest will start out locked and trapped. If you have the Charred Key (#28), then it’ll take care of the lock and trap for you, making the chest easy to open. Otherwise, you’ll have to pass a DC-10 Perception check to detect the trap, a DC-10 Sleight of Hand check to disarm the trap, and a DC-15 Sleight of Hand check to pick the lock. Inside the chest, you’ll find Nature’s Snare.

Note: If you need Thieves’ Tools or a Trap Disarm Toolkit to deal with the chest, you can find both — plus some Potions of Healing — in the nearby barrels and crates.

30 – Rath

Rath won’t agree with anything Kagha (#31) says or does. He’ll ask you to find Halsin, the real leader of the druids, so he can stop to the ritual and return Kagha to her place. This will trigger the quest Save the First Druid.

Rath is carrying the Rune of the Wolf, which will allow you to enter the Hidden Vault (#36). If you don’t want to steal the rune from him, then wait until after you’ve rescued Halsin from the goblins, and he’ll give you the rune as a reward.

31 – Kagha

baldurs gate 3 screenshot emeraldgrove kagha

Kagha is the druid in charge of the grove while Halsin is missing. The first time you approach her, you’ll trigger the main encounter for the quest Save Arabella. Kagha is also involved in the quests Investigate Kagha and Save the Refugees.

32 – Kagha’s Chest

Kagha’s chest will start out locked. To open it, you’ll either need to pickpocket Kagha’s Key from Kagha (#31), or you’ll need to beat a DC-10 Sleight of Hand check to pick its lock. Inside the chest, you’ll find a Bloodstone, Faldorn’s Canticle: The Shadow Druids’ Doctrine, and a Half-Torn Note. Reading the canticle will give any Sage in your party (like Gale) the “Secrets of the Shadow Druids” inspiration. Reading the note will trigger the quest Investigate Kagha.

33 – Nettie

Nettie is one of the healers you can talk to for the quest Find a Cure. If you tell her about the mind flayer tadpole in your head, then she’ll open the way into the Enclave Library, where she’ll nonchalantly grab a branch covered in a deadly poison known as Kelemvor’s Kiss. The encounter from this point on can go a variety of ways depending on what you say:

  • If you’re truthful with Nettie, and tell her about your symptoms and the mind flayer ship, then she’ll decide she can trust you. She’ll give you Wyvern Toxin, and she’ll ask you to commit suicide if you feel yourself starting to change into a mind flayer. If you agree to do this, then she’ll let you leave in peace.
  • If you lie to Nettie, then she’ll lock down the library, and she’ll try to use the branch on you. If you’re suspicious, then you’ll get a chance to avoid her attack by passing a DC-10 Dexterity or a DC-15 Intimidation check. If you fail your check, or if you don’t realize the attack is coming, then you’ll get poisoned.

    Regardless of whether you got poisoned or not, you’ll still be able to talk your way out of the encounter. If you dodged Nettie’s attack, then you’ll get one chance with a DC-10 check on History, Intimidation, Medicine, or Persuasion. If you didn’t dodge the attack, then you’ll get two checks — one with a DC-15 check on Deception, History or Medicine, and a second with a DC-10 check on the same abilities, plus Arcana if you’re playing a caster.

    If you pass one of your checks, then Nettie will let you go with the Wyvern Toxin, the same as if you had told her the truth. But if you fail your checks, then Nettie will either attack you or she’ll just leave you locked in the library until you either agree to take the Wyvern Toxin as a last resort, or you attack her. If you kill Nettie, then you’ll find an Elixir or Silvanus and a Key of the Ancients on her corpse. The elixir will cure all poisons, including the poison from the branch. The key will unlock the library doors (#34), provided you’re wearing it.

Behind Nettie’s starting position, you can steal Nettie’s Gloves, but other than the name, there isn’t anything interesting about them. They’re not used in any quests or interactions.

34 – Stone Slabs

These two stone slabs can only be opened if you’re wearing a Key of the Ancients. You can get one from Findal (#27) or Nettie (#33). Nettie might open the inner slab for you when you talk to her.

35 – Mind Flayer Parasite Specimen

When you approach the Mind Flayer Parasite Specimen here, a Dream Visitor will point it out to you, making it glow for a second — and indicating its importance. After triggering the quest Embrace Your Potential, parasite specimens will allow you to unlock illithid powers.

36 – Wolf Statue / Hidden Vault

baldurs gate 3 screenshot emeraldgrove hiddenvault

In the center of the Enclave Library, you’ll discover a large wolf statue surrounded by four pedestals. Three of the pedestals will have runes attached — one each for Bear, Eagle and Elk — but the last one will have an empty socket. To fill it, you’ll need to get the Rune of the Wolf from Rath (#30), either stealing it from him, killing him for it, or waiting until you’ve rescued Halsin and then accepting it from him as a reward.

Once you’ve acquired the Rune of the Wolf, you’ll need to interact with the empty socket. A “Combine Items” interface window will pop up, and you’ll just need to place the rune in the empty slot next to the socket icon, and then press the “Combine” button. This will attach the rune to the pedestal, allowing you to interact with it.

When you interact with the runes, they’ll glow blue for a short period of time. To open the way into the Hidden Vault, you’ll need to interact with the runes quickly so they’re all glowing at the same time. This will earn you 10xp and also cause the wolf statue to disappear into the floor, revealing a spiral staircase leading down.

At the bottom of the staircase, you’ll enter the Hidden Vault. Inside, you’ll find some useful loot, including the Robe of Summer, the glaive Sorrow, and a selection of poisons, potions, and spell scrolls.

$ – Treasure Chests

? – Dirt Mounds

To detect these dirt mounds, you’ll need to beat passive Survival checks. Then to dig up the mounds and reveal the chests hidden inside, you’ll need to have a Shovel in your inventory.

A – Overgrown Portcullis

B – Underground Passage

You’ll need to detect the stone doors at these two locations to use them as entrances into the Underground Passage. The southern door will require you to beat a DC-10 Survival check, while the northern door will require you to beat a DC-5 Perception check. If you’re already inside the Underground Passage, then you won’t need to detect the exits to use them.

C – Secluded Chamber

The Secluded Chamber is not shown on the map above. It is just a small cave where Zevlor spends most of his time. When you speak to him, he’ll ask you to intervene with Kagha (#31) to stop the ritual the druids are performing. This will either trigger or update the quest Save the Refugees.

D – Tiefling Hideout

There are two entrances into the Tiefling Hideout:

  • D1: To detect the concealed hatch here, you’ll have to talk to Doni, who is normally stationed right next to it. No matter what you say to him, he’ll keep staring over your shoulder. When you turn around to see what he’s looking at, he’ll scamper through the hatch and disappear. If you pass a DC-10 Perception check and a DC-10 Investigation check, then you’ll spot the hatch.

    Otherwise, if you return to the hatch after taking a Long Rest at your camp, then Doni will be back at his post, and you’ll be able to ask him where he went. If you pass a DC-10 Insight check and then pass a DC-10 Persuasion check or a DC-10 Intelligence (Detect Thoughts) check, or pay him 10 gold, then he’ll show you the hatch.

    If you fail at both of the above, then you’ll have to rescue Mirkon from the harpies during the quest Investigate the Beach. At the end of the quest, Mirkon will tell you how to deal with Doni — just tell him that you want to see the “Dragon’s Lair.” When you do, he’ll show you the hatch.
  • D2: You’ll need to beat a DC-5 Perception check to detect the hole here. Only small creatures — like tiefling children — can use it.

The Tiefling Hideout isn’t shown on the map above. When you enter it, you’ll meet Mol, the leader of the tiefling children / thieves. To avoid major headaches later, you should only enter the hideout and approach her if you’ve done something to make her happy — such as saving Arabella during the quest Save Arabella, helping Meli during the quest Return the Locket, rescuing Mirkon during the quest Investigate the Beach, or being nice to Silfy if you catch her trying to rob you — or if you’re working on the quest Find Your Belongings.

If Mol likes you, then she’ll act as a shopkeeper, and she’ll give you the quest Steal the Sacred Idol. But if she doesn’t like you, or if she doesn’t know who you are, then she’ll demand that you leave, and if you don’t, then she’ll race up to the Training Area (#8) and tell everyone that you’ve been threatening children, which will get you arrested.

Note: If you ask Mol why she’s running schemes and tell her you want to invest, then you’ll gain Inspiration if you have a character with the Urchin background.

E – Inner Sanctum Main Entrance

F – Inner Sanctum Back Entrance

W – Emerald Grove Evirons

Past the Emerald Grove, you’ll find the rest of the Act 1 locations available to you. They’re all worth visiting. If you’re interested in resolving the matter in the grove, then you should exit the grove via the main entrance (Exit A) and head west. Past the Blighted Village, you’ll come to the Goblin Camp and the Shattered Sanctum. This is where you can rescue Halsin and kill the goblin leaders (and side with the tieflings) or work with the goblins (and side against the tieflings).


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Steven Carter
Steven Carter

Starting with cassette tape games on the TRS-80, Steven has been playing, creating, and writing about games for a long, long time. This makes him experienced, not old. Lately, Steven has been focusing on walkthroughs, making sure everybody knows how to solve Towers of Hanoi puzzles.

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