Locationmajor

Overgrown Ruins

The Overgrown Ruins are an abandoned temple complex in the south-eastern Wilderness, close to the Ravaged Beach and the wrecked Nautiloid.

Importancemajor

Key takeaways

  • The Overgrown Ruins are larger than the Dank Crypt The Chapel Entrance and Refectory are part of the same named location.
  • There are four practical ways into the interior the Chapel Entrance door, a breakable floor opened by dropping the suspended stone block, a locked hatch and the Ancient Door on the beach.
  • The bandits can be bypassed, deceived, persuaded or fought Entering from different positions changes which looters engage the party.
  • The central sarcophagus in the southern crypt room is trapped Disarming it avoids the grease-and-fire sequence, and it contains The Watcher’s Guide and an Engraved Key.
  • The Dank Crypt contains the Book of Dead Gods and Withers Withers eventually becomes a camp follower who provides resurrection, respecs and hirelings.
  • The location is linked to both the Roadside Cliffs and Ravaged Beach It is not a sealed dungeon with a single entrance.

About this guide

Act One location guide for Baldur’s Gate 3 Scope: Base game, including the exterior ruin, Refectory and Dank Crypt. Spoiler warning: This guide contains major spoilers for the Overgrown Ruins, the quest Explore the Ruins, Withers and several early-game encounters.

Overview

The Overgrown Ruins are an abandoned temple complex in the south-eastern Wilderness, close to the Ravaged Beach and the wrecked Nautiloid. Although the location is often casually called the “Dank Crypt”, that name properly refers only to the deepest interior section. The complete location consists of three connected parts:

This distinction matters because the ruins contain several separate encounters, multiple entrances and more than one route between the surface, the beach and the crypt. Treating the location as only the sarcophagus chamber misses the bandit occupation, the Refectory, the trapped tombs, the Book of Dead Gods and several useful early rewards.

The ruins are one of the first substantial optional locations in Act One. They introduce environmental traps, non-linear access routes, dialogue-based infiltration and one of the game’s most useful camp followers.

Chapel Entrance

The Chapel Entrance is the exposed, upper section of the ruins. It contains marble paving, crumbling arches, a defaced statue, patches of Twisting Vines and stairs leading down towards the Refectory.

The group is arguing about whether to continue guarding the crypt or investigate the crashed Nautiloid. Approaching openly usually starts a conversation with Gimblebock and begins Explore the Ruins. The party can fight the looters, use dialogue checks to make them leave, or approach stealthily through the surrounding terrain.

The Chapel Entrance also contains a large marble block suspended from a crane. Shooting or otherwise breaking the rope causes the block to fall. It deals heavy physical damage to creatures beneath it and breaks through the floor into the Refectory. This is both an alternative entrance and a dangerous environmental weapon.

Refectory

The Refectory is the main interior section immediately below the Chapel Entrance. Despite its name, it is not a single room. It includes:

A group of six bandits occupies the area:

Andorn guards the entrance from the Chapel Entrance. Mari patrols the antechamber, while Barton, Cefrey, Haseid and Torgga search the library.

The front door can be opened in several ways. The party may lockpick it, enter by dropping the marble block from above, or persuade Andorn to open it. Deception or Performance options can impersonate Gimblebock or claim that he has been injured. A failed attempt can leave the party facing a prepared group and a blast mine near the entrance.

The Refectory contains minor loot rather than a major treasure hoard. Search the looters’ trunks, bookshelves, mess hall and library. Camp Supplies and common books are scattered through the rooms, and an oil barrel in the antechamber can be used during combat.

The door towards the Dank Crypt cannot normally be opened by lockpicking. A hidden lever behind a skull opens the route. The relevant switch is in the Refectory, and the Perception requirement is low, but it is easy to miss if the party rushes through the bandit encounter.

Dank Crypt

The Dank Crypt is the oldest and most dangerous portion of the complex. It is an overgrown temple or burial complex containing sarcophagi, ancient statues and undead guardians.

The crypt’s routes allow the party to enter from the beach without clearing the Refectory first. Conversely, the party can enter the Refectory, locate the hidden lever and proceed into the crypt from above.

Named entries: Dank Crypt

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There is no single correct entrance. The best route depends on whether the party wants to avoid the bandits, acquire surprise positions or begin with the beach-side crypt.

Route 1: Chapel Entrance

Approach the upper ruin from the Roadside Cliffs. This is the most obvious route and normally triggers the conversation with Gimblebock.

This route gives the clearest introduction to the location but also exposes the party to the largest concentration of looters early.

From the Chapel Entrance, the party can

  1. 01
    Speak to Gimblebock.
  2. 02
    Persuade, deceive or intimidate the looters.
  3. 03
    Fight them or sneak around them.
  4. 04
    Open the door into the Refectory.
  5. 05
    Use the suspended block to create an alternative entrance.
  6. 06
    Continue through the Refectory towards the Dank Crypt.

Route 2: Suspended marble block

Attack the rope holding the marble block above the lower courtyard. The block crashes through the floor and opens a breach into the Refectory.

This approach can cause significant damage to creatures below, but it also alerts or turns the interior looters hostile. It is best used after positioning the party carefully and deciding whether the resulting fight is worth the advantage.

Route 3: Hatch from the cliffs

A locked hatch near the cliff-side route provides another way into the interior. It requires a DC 20 Sleight of Hand check. This route is useful for bypassing the main conversation and gaining a different angle on the Refectory or crypt.

Route 4: Ancient Door from the Ravaged Beach

The Ancient Door on the beach leads directly into the crypt-side portion of the ruins. It requires a DC 20 Sleight of Hand check unless opened with the appropriate key later.

This is often the safest route for parties that want to avoid the surface looters. It also gives immediate access to the trapped sarcophagus route, although the crypt’s hazards remain.

Route directory

The outer ruin is connected to the Roadside Cliffs, while the inner complex is connected to the Ravaged Beach. The location therefore functions as a short link between the two parts of the Wilderness as well as a dungeon in its own right.

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Route directory

Route directory
NameDetails
Chapel Entrancefrom the Roadside Cliffs
Refectory doorthrough the Chapel Entrance
Suspended marble block breachcreated from the Chapel Entrance
Locked hatchfrom the nearby cliff route
Ancient Doorfrom the Ravaged Beach
Hidden skull leveropens the internal route towards the Dank Crypt
Lever beside ladderopens the crypt’s route towards the Roadside Cliffs

Looters and bandits

The looters are not a formal law-enforcement group. They are an opportunistic gang attempting to plunder the ruins and considering a second expedition to the Nautiloid wreck.

Refectory bandits

The two groups should be treated as separate encounters. Convincing Gimblebock’s group to leave does not automatically pacify the bandits inside the Refectory. Likewise, entering through the front door and failing to persuade Andorn can cause the interior group to prepare for combat.

Passing a relevant check during the looter encounters can cause the bandits to flee instead of fighting. Characters with the Charlatan background can gain the Cheese Your Way Through inspiration when the appropriate deception sequence succeeds. The bandits can also be killed after being persuaded to leave, although this changes the outcome and may affect available experience and dialogue.

Note

“What is the worth of a mortal life?”

Withers

Withers is the most important story-associated character in the ruins. He is found inside the hidden chamber beyond the shrine of Jergal.

After the party interacts with his sarcophagus, Withers asks the philosophical question:

The response does not prevent him from joining the party’s camp. After a long rest, he appears as a camp follower if he was not already encountered there. He provides:

Withers’ presence is not permanently missable simply because the party does not find him in the crypt. If the party leaves him undisturbed, he eventually appears at camp on his own. Meeting him in the crypt is nevertheless the clearest way to complete Explore the Ruins and obtain the full location experience.

Undead guardians

The Dank Crypt contains four Entombed Scribes and one Entombed Warrior. They initially appear as skeletons or corpses. Moving or disturbing them can trigger combat.

The wall button near the statue opens the hidden chamber containing Withers, but pressing it also animates the undead. This makes the room easier to handle if party members are positioned near the skeletons beforehand.

Character directory

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Twisting Vines

Twisting Vines grow around the Chapel Entrance. They create difficult terrain and can entangle characters who step on them. Avoid grouping characters on the vines when approaching the looters, particularly if combat has already begun.

Falling marble block

The suspended block can deal 50 physical damage to creatures beneath it and opens a route into the Refectory. Do not leave party members under it when attacking the rope. The same environmental interaction can be used offensively against enemies.

Grease vents and firebolt gargoyles

The southern crypt room contains a chain of traps:

Disarming the central sarcophagus prevents the wider trap system from triggering. If the traps activate, a button on the central pillar can shut the system down, although pressing it beforehand does not stop the sarcophagus from triggering the sequence.

Practical trap advice

  1. 01
    Send a character with Sleight of Hand proficiency towards the central sarcophagus.
  2. 02
    Disarm the sarcophagus before opening it.
  3. 03
    Keep the rest of the party away from grease vents.
  4. 04
    If the trap activates, extinguish or avoid burning surfaces and use the pillar button.
  5. 05
    Do not assume that pressing the button before opening the sarcophagus makes the room safe.

Undead ambush

The Entombed Scribes and Entombed Warrior can be looted while inert, but attempting to move them or pick them up triggers their awakening. The crypt is easier if the party lights the braziers, because the undead can otherwise benefit from low-light conditions and Darkvision.

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The ruins contain a mixture of fixed rewards, random chest loot and common exploration items. The following are the notable fixed or location-specific acquisitions.

The Watcher’s Guide

The central sarcophagus in the trapped southern room contains:

The Engraved Key opens the heavy oak doors towards the northern shrine area. The Watcher’s Guide is a fixed item and should not be confused with the random contents of nearby chests.

Soul Coins

Soul Coins can be found in the crypt, including:

Soul Coins are particularly relevant if Karlach is recruited, although collecting them here does not require her to be present.

Book of Dead Gods

The Book of Dead Gods is located in a side room near the Shrine of Jergal. A Perception check is needed to locate it.

The first interaction is important. If the dialogue is abandoned, the object becomes an ordinary book and the special checks are no longer available. Opening it involves an Arcana or Strength check, with alternate spellcasting options for some magical classes. A successful Religion check can reveal more about its contents.

Opening the book produces a Scroll of Ray of Enfeeblement. It can also grant inspiration:

The Amulet of Lost Voices

The Amulet of Lost Voices is found in a heavy chest in the chamber where Withers is awakened. It is the principal quest reward associated with Explore the Ruins. The same chamber also contains gold and additional valuables.

Other loot

Fixed reward directory

The contents of several chests are random minor loot rather than fixed named rewards. The game’s item listings also identify the Overgrown Ruins and Dank Crypt as separate placement contexts for some Act One items.

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Explore the Ruins begins when the party approaches the Chapel Entrance or reads the Disintegrating Journal. Its objectives change slightly depending on how the party enters and which conversations have already occurred.

Main objectives

Shadowheart’s early interest in finding supplies, a reference in a druid book and the bandits’ attempt to enter the crypt can all contribute to different journal wording.

Main objectives: steps

  1. 01
    Find a way into the ruins.
  2. 02
    Investigate the ruins.
  3. 03
    Open the sarcophagus.
  4. 04
    Speak to the strange figure.
  5. 05
    Complete the quest after meeting Withers.

Recommended walkthrough

1. Secure the surface

Approach the Chapel Entrance carefully. Decide whether to:

If you want the dialogue experience, speak to Gimblebock before attacking. If you prefer to avoid the first encounter, use the surrounding cliffs and approach the alternate entrances.

2. Enter the Refectory

Use the front door, the marble-block breach or the cliff-side hatch. If speaking to Andorn, deception or Performance can get the door opened, though some outcomes leave him and the other bandits hostile or prepared.

Search the mess hall, library and antechamber before proceeding. The library is easy to overlook, particularly if combat pulls the party towards the entrance.

3. Open the internal passage

Locate the hidden skull lever in the Refectory. This opens the route towards the Dank Crypt. The crypt-facing door cannot simply be lockpicked, so do not waste resources repeatedly attempting it.

4. Disarm the trapped sarcophagus

In the southern room, approach the central sarcophagus with a proficient character. Disarm it before opening it to avoid the grease and firebolt sequence.

5. Explore the Shrine of Jergal

Proceed through the heavy oak doors and examine the large statue. A DC 15 Religion check identifies it as Jergal, the divine scribe and former deity of death.

Search the surrounding chests and inspect the wall near the statue. The hidden button opens the Withers chamber but wakes the undead guardians.

6. Read the Book of Dead Gods

Find the book in the side room and complete its initial interaction rather than closing the dialogue early. Use the party member best suited to Arcana, Strength or Religion checks.

7. Awaken Withers

Interact with the richly adorned sarcophagus in the hidden chamber. Answer Withers’ question, then collect the Amulet of Lost Voices from the heavy chest.

8. Return to camp

After a long rest, Withers appears at camp if he has not already done so. He then provides resurrection, hireling and respec services.

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Thorough first-clear route

This route is best for completion and loot:

Thorough first-clear route: steps

  1. 01
    Discover the Overgrown Ruins waypoint.
  2. 02
    Examine the Chapel Entrance and speak to or bypass Gimblebock.
  3. 03
    Search the upper exterior for the suspended block and vines.
  4. 04
    Enter the Refectory.
  5. 05
    Search the mess hall and library.
  6. 06
    Find the hidden skull lever.
  7. 07
    Enter the Dank Crypt.
  8. 08
    Disarm and open the central sarcophagus.
  9. 09
    Explore the Shrine of Jergal.
  10. 10
    Read the Book of Dead Gods.
  11. 11
    Wake Withers.
  12. 12
    Exit through the beach or cliff route.

Low-risk route

For a low-level party that wants to avoid fighting most looters:

This avoids the initial Chapel Entrance encounter, although the DC 20 lockpick check may be demanding early in the game.

Low-risk route: steps

  1. 01
    Travel to the Ravaged Beach.
  2. 02
    Lockpick the Ancient Door.
  3. 03
    Enter the Dank Crypt.
  4. 04
    Disarm the trapped sarcophagus.
  5. 05
    Collect the Engraved Key.
  6. 06
    Explore the Shrine of Jergal.
  7. 07
    Deal with the undead after positioning the party.
  8. 08
    Wake Withers.
  9. 09
    Exit through the crypt’s internal route or return to the beach.

Combat-focused route

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The main content of the ruins remains available after the party moves through early Act One, but some outcomes are state-dependent.

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If using the environment aggressively

  1. 01
    Place ranged characters on the upper platforms.
  2. 02
    Attack the rope holding the marble block.
  3. 03
    Use the breach to enter the Refectory.
  4. 04
    Keep the party away from the impact zone.
  5. 05
    Use the oil barrel in the antechamber if the bandits cluster there.
  6. 06
    Fight the crypt undead only after positioning party members near the likely activation points.

Dank Crypt

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Is the Dank Crypt the same thing as the Overgrown Ruins?

No. The Dank Crypt is the deepest interior subarea. The Overgrown Ruins also include the Chapel Entrance and Refectory.

Can the ruins be entered without fighting the bandits?

Yes. The party can sneak around the Chapel Entrance, enter through the beach-side Ancient Door, use the locked hatch or create a breach with the suspended marble block. Dialogue can also make some of the bandits leave.

Can Withers be missed permanently?

No. If the party does not awaken Withers in the Dank Crypt, he eventually appears at camp. Finding him in the crypt completes Explore the Ruins more directly, however.

What is the best item in the ruins?

The answer depends on the party, but the most significant fixed rewards are The Watcher’s Guide, The Amulet of Lost Voices, the Book of Dead Gods’ Scroll of Ray of Enfeeblement and the Soul Coins.

Should the central sarcophagus be opened?

Yes, but disarm it first if possible. It contains The Watcher’s Guide and the Engraved Key, while opening it without disarming can ignite the room’s grease-and-fire trap system.

What does the Engraved Key do?

It opens the heavy oak doors leading from the trapped sarcophagus area towards the Shrine of Jergal.

Is the Book of Dead Gods safe to ignore?

It is optional, but it provides a unique interaction, a Scroll of Ray of Enfeeblement and possible inspiration. Complete its initial dialogue before leaving if you want the special checks and rewards.

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The location’s major boundaries, routes, named occupants, quest objectives, hazards and fixed rewards are documented by the supplied sources. The following points are less suitable for a definitive exhaustive directory:

This guide therefore treats the named subareas, characters, hazards, fixed rewards and routes as verified, while distinguishing them from random chest contents and uncatalogued scenery.

Sources