Druid Grove Underground Passage
This secret cave connects the Emerald Grove to the Forest and serves as an escape route when rescuing the captive goblin Sazza. Traversing the area requires bypassing or disabling lethal fire-shooting Guardian Statues while eliminating a scout band of hostile goblins. Players can also intervene to rescue the injured druid Findal and recover hidden equipment from a rigged chest.
- Region
- Emerald Grove
- Levels
- Level 2-3
- Getting there
- jump down the ledges behind the Makeshift Prison in The Hollow and pass a Perception check to reveal a concealed Heavy Stone Door (X: -430, Y: -230)
- Connects to
- The Hollow, Enclave Library, Forest
- Related quests
- Save the Goblin Sazza
- Services and people
- Findal
- Enemy types
- Goblins · Guardian Statues
The short version
What matters
- •Rescuing Findal with any healing spell or potion grants a Folk Hero inspiration, though the Key of the Ancients must be pickpocketed from him or looted from his corpse.
- •Disabling the three Guardian Statues makes this route entirely safe for smuggling Sazza out of the grove.
- •Grabbing the Charred Key on the isolated corpse unlocks the trapped Heavy Chest containing the Nature's Snare quarterstaff.
Common mistakes
- •Escorting Sazza through before shutting down the statues; she will run into the fire lanes, take heavy damage, and die.
- •Using fire spells or area attacks near the Heavy Chest at X: -425, Y: -200, which ignites adjacent Oil Barrels and wipes the party.
- •Forgetting to heal Findal after eliminating the goblin scouts, leaving him to bleed out and locking you out of his dialogue reward.
What you can skip
- •Triggering or brute-forcing the Guardian Statues with combat attacks; interacting with their matching wall runes shuts them down harmlessly.
Walkthrough
The area in the order you play it. Tick things off as you go: they tick off in the checklists below too.
-
1
1. Entering via the Makeshift Prison
When you enter the passage through the Stone Door behind the Makeshift Prison, you will immediately face a Guardian Statue (Eagle) guarding the narrow pathway. Switch to Turn-Based Mode or send a stealthed character to interact with the glowing Rune of the Eagle on the wall, safely deactivating the statue's explosive barrage. Clear out this entry corridor before bringing delicate companions or escorts forward.
Tip: Use a summoned Mage Hand or Invisibility to safely reach the glowing wall runes without triggering the statues' fireballs.
Watch out: If you escort Sazza directly through the active statues, their explosive fire attacks can easily incinerate her and instantly fail her quest.
-
2
2. Ambushing the Goblin Scouts and Rescuing Findal
Push deeper into the central cavern where a hostile goblin scouting unit led by Warrior Gresh, Tracker Torrack, Sharp-Eye Gurza, and Tracker Worm surrounds an unconscious halfling. Seize the high ground ledges above the central floor to eliminate the scouts from range before they can finish off their captive. Once combat ends, cast a healing spell or throw a healing potion onto the downed halfling druid Findal, then speak with him to hear his warning and claim a Folk Hero inspiration.
Tip: Healing Findal stabilizes him and grants the Folk Hero background inspiration "A Bit of a Pickle".
Watch out: If Findal is caught in explosive area-of-effect crossfire during the fight or left bleeding out at 0 HP, he will permanently die.
-
3
3. Unearthing the Central Island and Retrieving the Charred Key
Jump across the central chasm onto the isolated stone island rising out of the cavern floor. Head to the top of the island at coordinates X: -447, Y: -176 to dig up a buried dirt mound, then approach the western gap overlooking the Wolf rune. Jump across to the isolated ledge at X: -455, Y: -183 to loot the burnt human corpse holding the Charred Key.
Tip: The Charred Key lets you safely unlock the trapped chest near the western exit without risking trap disarm failure.
-
4
4. Deactivating the Western Statues and Claiming Nature's Snare
Head west along the main trail toward the Forest exit, taking care to deactivate the Guardian Statue (Wolf) and Guardian Statue (Bear) via their respective glowing wall runes. Climb the shadowed upper alcove at coordinates X: -425, Y: -200 where a Heavy Chest sits flanked by volatile Oil Barrels. Disarm its fire trap with a DC 10 Sleight of Hand check or unlock it using the Charred Key to loot the uncommon quarterstaff Nature's Snare.
Tip: Keep your distance or separate your party members before interacting with the chest, as the surrounding oil barrels will detonate if ignited.
Watch out: Triggering the chest's trap or letting a stray statue shot hit nearby barrels will detonate the explosives, instantly downing fragile party members.
-
5
5. Unlocking the Secret Exits
At the far western end, interact with the concealed Stone Door to emerge onto the wilderness cliffside at coordinates X: 172, Y: 419, which also acts as the safe handoff point to conclude Sazza's escape. Backtrack toward the eastern side to locate the hidden Stone Door at coordinates X: -457, Y: 37, which grants access straight into the inner Druid Sanctum and Enclave Library. Wearing the Key of the Ancients acquired from Findal will allow you to bypass this secret library door directly.
Tip: Equipping the Key of the Ancients provides a +1 bonus to Nature checks in addition to opening the Enclave Library door.
Watch out: Leaving Sazza behind in the passage will not advance her quest; you must guide her all the way through the Forest Stone Door.
Choices here
What you decide here and what it leads to.
Findal's Fate
After defeating the goblin scouting party around the unconscious halfling druid
- Heal/revive Findal→ He thanks you, returns to the Grove inner sanctum, and grants Folk Hero inspiration (*A Timely Rescue*)
- Kill Findal or leave him to die→ You can loot the *Key of the Ancients* circlet directly from his corpse, but lose him as an NPC in the Grove and miss the Folk Hero inspiration
Most players pick: Heal/revive Findal
If you revive him, you can still pickpocket the Key of the Ancients from him without killing him.
Escorting Sazza to the Forest Exit
While guiding freed Sazza through the passage to escape the Grove
- Keep her alive past the Guardian Statues and goblin ambush→ She safely reaches the wilderness exit, promises you safe passage into the Goblin Camp, and advances *Save the Goblin Sazza*
- Let Sazza die to statue traps or crossfire→ Fails *Save the Goblin Sazza*, preventing her subsequent Act 1 storylines and the *She Cannot Be Caged!* achievement
Most players pick: Keep her alive past the Guardian Statues and goblin ambush
You can clear the goblins and shut off all three Guardian Statues beforehand to avoid accidental deaths.
Checklists
Don't miss 0/3
Secrets
0/3
Enemies
Part of the goblin ambush party threatening Findal.
Perched on the higher stone ledge overlooking the goblin encounter.
Ranged goblin attacker assisting the ambush.
Ranged goblin scout stationed in the ambush area.
Tips
- Switch off the fire-blasting Guardian Statues safely by sending an invisible Mage Hand or a sneaking character to interact with their matching glowing blue panels, such as the Rune of the Bear and Rune of the Eagle.
Not listed for this area: shops and people.
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