Baldur's Gate 3: Mountain Pass Baldurs Gate 3 guide, walkthrough
Decided to finish the first act of BG3 with a journey through the Mountain Pass? This guide page will help you on this dangerous trek.
Last update: 04 September 2023
The Mountain Pass is one of the paths leading to Act 2 of Baldur's Gate 3. It's an alternative to traveling through the Underdark. If you haven't yet decided which path to take, check this page of our guide.
In simple terms, the Mountain Pass is a much shorter path. If you want to reach Act 2 as quickly as possible, you should choose it.
Stepping into the Mountain Pass
After completing most of the content in Act 1 of BG3, the journal should point you to one of two paths: The Underdark or the Mountain Pass. To take the latter path, head to the northwestern edge of the first map. You'll come across a destroyed bridge, but turning left leads to a smaller structure that will take you directly to the pass.
The game will warn you before you proceed further. You'll still be able to return to the starting map after entering the pass. Make sure, however, to complete all the quests that interest you beforehand, as some of them will become unavailable.
Walking down the road in the new area will lead you to a rune circle you can activate to unlock a fast travel point. The path splits in two directions right afterwards.
If you go right, you'll meet Lady Esther. She'll ask you to steal a Githyanki egg from the Creche further into the area. You can also trade with her. Read this page to learn more about the Creche Y'llek.
If you're not interested in side quests and would like to rush directly to Act 2, take the left path after the rune circle. Be vigilant, as there's an enemy encounter just a few steps ahead.
Battle against the Death Shepherds
You'll come across a group of hostiles: two Death Shepherds and some Ghasts. These creatures are dangerous and have bothersome, obstructing abilities. There's still some strategy to this battle, though.
The Shepherds can be a serious threat even to a newly-rested, prepared team. You should be at least Level 5 before facing them.
Before triggering the encounter, you can gain a small advantage by shooting them from hiding.
Death Shepherds can resurrect their fallen allies. Not only Ghasts - they can revive each other as well. This can heavily prolong the battle and make it much tougher. We thus recommend taking down the Shepherds first. Without them, you won't need to worry about their resurrections.
Bring them both to low HP and finish them both off back to back. If the surviving necromancer gets a turn before you kill it, it will use it to revive the other one.
After dealing with the Shepherds, the Ghasts shouldn't pose much trouble.
The path the battle takes place on is rather narrow. Keep a combat formation - your frontliners should be obstructing the path to the squishy backliners.
Moving on and meeting Elminster
After dealing with the undead, keep going down the left path. After a short walk, you'll reach a wooden bridge and meet an elderly mage clad in red robes.
He'll introduce himself as Elminster Aumar. He'll also provide some important exposition tied to Gale. If the Wizard's in your party, he'll talk to his old mentor which triggers a short plot-relevant conversation. If Gale's not with you, Aumar will head to your camp and you'll be able to view that scene once you're ready.
After meeting Elminster, keep going down the path until you reach the gate to Act 2.
{ramkaczerwona} WARNING! Entering Act 2 blocks off the game's previous acts. Make sure you've done all you're interested in before moving on. {/ramkaczerwona)