Finding the Entrance: How to Get to Underdark Without Dying (Too Much)

Finding the Entrance: How to Get to Underdark Without Dying (Too Much)

You're standing at the edge of a pit, peering into a void that smells like damp stone and ancient rot. It's terrifying. Most players hit a wall about ten hours into Baldur's Gate 3 when they realize the cheery sun-drenched forests of the surface world are just a preamble. You need to go down. Deep down. Knowing how to get to Underdark is basically a rite of passage for any serious CRPG fan, but the game doesn't exactly hold your hand. It's a subterranean labyrinth filled with bioluminescent mushrooms, drow assassins, and things that want to eat your brain. Honestly, it's the best part of the game.

Getting there isn't just about one specific door. Larian Studios loves redundancy. They’ve hidden at least four major routes into the depths, and each one requires a different "vibe" or character build. Whether you’re a sneaky rogue or a "jump first, ask questions later" barbarian, there is a way down that fits your playstyle. Let’s get into it.

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The Goblin Camp Shattered Sanctum Method

This is the one most people find first. It makes sense. You’re already there to deal with the goblin leaders, so you might as well poke around the back rooms. Inside the Shattered Sanctum, tucked away behind Priestess Gut’s private quarters, lies a massive ornate door. It’s locked, obviously. You can pick the lock, but Gut’s ogre bodyguard, Polma, is usually standing right there looking for a reason to crush someone’s skull.

Kill her. Or sneak past. Once you’re inside the Defiled Temple, you’ll encounter a floor puzzle involving rotating stone discs. It depicts the phases of the moon. It’s a bit of a headache if you aren't paying attention to the light patterns on the floor. Basically, you want the full moons in the light and the dark moons in the shadows. If you're lazy or your character has high Perception, there’s a lever on the wall that bypasses the whole thing. Pull it, and the wall slides away to reveal a ladder leading straight into the Selunite Outpost.

This entrance is safe. Well, "safe" is a relative term. The outpost is guarded by two massive statues that fire eye-beams at anything that moves. Don't just run out the front gate. You have to deactivate the power source—a glowing moonstone atop a staff—or just use the side windows to climb out. It’s the most "intended" path, but it lacks the chaotic energy of the other options.

Feather Fall and the Spider Pit

This is my favorite way. It's fast. It’s scary. In the Blighted Village, there’s a well. If you pass a check, you can climb down into the Whispering Depths. It’s a nightmare of spider webs and Phase Spiders. If you manage to survive the trek to the very bottom, you’ll find a massive green-glowing pit. This is the "chasm" method of how to get to Underdark, and it requires a specific spell: Feather Fall.

Without the spell, you’re just committing suicide. With it, you float down like a dandelion seed into a world of purple crystals and Minotaur tracks. It’s a shortcut that skips a lot of the political nonsense of the goblin camp. Just make sure you aren't landing right on top of a hook horror. That’s a quick way to end a permadeath run.

Some players try to use the "Fly" spell or even a high-strength jump, but Feather Fall is the gold standard here. It's a long drop. You have time to look around as you descend, and the transition from the spider-infested caves to the glowing subterranean forest is one of the most visually stunning moments in the entire genre.

The Auntie Ethel Connection

You've probably met the hag. She’s delightful in a "will definitely turn you into a frog" kind of way. In her Overgrown Tunnel—specifically the gallery of her victims—there’s a hidden path. You have to wear one of her Whispering Masks to see through an illusionary wall. Be careful, though. The masks let Ethel get inside your head. If you don't have high Wisdom or a way to resist her influence, your party might turn on each other before you even reach the bottom.

Past the illusion, there’s a mushroom circle. Step on it. Teleport. Boom. You're in the Underdark. Specifically, you're in the area near the beach. It’s a great way to bypass the Selunite Outpost if you’re trying to reach the Arcane Tower quickly. Just remember to take the mask off the second you pass through the wall, or you’re going to have a very bad time.

Why the Underdark Entrance Matters

Choosing your entrance isn't just about geography; it changes the narrative flow. Entering through the Zhentarim Hideout (via the elevator in Waukeen’s Rest) puts you in a much more industrial, dangerous part of the map. It feels like you're breaking in through the service entrance.

If you take the elevator, you need a key or a very high sleight-of-hand roll. The Zhentarim aren't known for their hospitality. If you’ve helped them with the "Find the Missing Shipment" quest, they might let you use it. If you killed them all? Well, the elevator still works, you just have to find the hidden lever behind the wardrobe.

The Underdark is a level 4 or 5 area. If you go down there at level 3, you’re going to get flattened by the first Bulette that decides you look like a snack. The environment itself is a character. The Sussur trees negate magic. The Bibberbang mushrooms explode if you sneeze near them. It's a masterclass in level design that rewards players who pay attention to their surroundings.

Avoiding Common Pitfalls

  • Don't Forget Light: It sounds stupid, but it's dark down there. If your race doesn't have Darkvision, you need torches or the "Light" cantrip. Otherwise, you’re fighting with a permanent disadvantage.
  • Save Often: The Underdark has several "instant death" environmental hazards. One wrong jump onto a flammable mushroom and your whole party is toast.
  • Talk to the Myconids: Don't just start swinging. The mushroom people (Myconids) are actually quite reasonable if you help them out with their "sovereign" issues. They provide a safe haven in a world that otherwise wants you dead.

The real trick to how to get to Underdark is realizing that it's not a one-way trip. You can fast travel out. You can climb back up. But the first time you descend—whether it's through a moon puzzle or a leap of faith into a spider pit—is when the game truly opens up. It shifts from a standard fantasy adventure into something much weirder and more atmospheric.

Making the Final Jump

Once you've picked your route, preparation is everything. Check your inventory for "Speak with Dead" scrolls or spells. The Underdark is littered with corpses that have vital information about the Adamantine Forge and the various factions vying for power.

If you're still undecided, the Goblin Camp route is the most rewarding for lore nerds, while the Feather Fall jump is the best for speedrunners and adrenaline junkies. Either way, make sure your gear is repaired and your spell slots are full. You aren't in the Emerald Grove anymore.

To actually succeed in the Underdark, follow these steps immediately after landing:

  1. Locate the nearest Waypoint (usually the Selunite Outpost or the Myconid Colony).
  2. Find the "Sussur Tree" bark if you're a weapon-based character; it’s essential for a specific quest that grants a powerful anti-magic weapon.
  3. Keep your "Examine" tool ready to check for resistances. Most Underdark creatures laugh at poison or psychic damage.

The depths are waiting. Good luck.