You’re standing at the edge of the Risen Road, looking at a bridge that’s seen better centuries. To your left, a literal dragon just incinerated a group of soldiers. To your right, a grumpy Githyanki is telling you to turn around or die. Welcome to the bg3 mountain pass map, the part of the game that makes everyone second-guess their entire life.
Most players treat this place like a "side quest" or a backup plan if the Underdark gets too spooky. Honestly? That’s a mistake. The Mountain Pass isn't just a hallway to Act 2. It’s a dense, vertical playground where you find the most broken legendary weapon in the early game and finally figure out what the deal is with Lae'zel.
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Why the BG3 Mountain Pass Map is a Massive Trap (Literally)
Look, Larian Studios loves a good "Point of No Return" warning. When you try to enter the bg3 mountain pass map at the end of the Risen Road or the Goblin Camp, a pop-up appears. It says you should wrap up your business before proceeding.
People panic. They think they’re ending Act 1.
You aren't. Not really. But you are potentially killing every Tiefling in the Grove. If you haven't finished the "Save the Refugees" questline, stepping into this map triggers the world state to advance. The Druids finish their ritual, the Goblins raid, and you miss out on a dozen hours of content. Basically, don't touch this map until the Druid Grove situation is 100% resolved.
Once you’re safe to enter, you’ll find the Trielta Crags. It’s gorgeous. Golden hour, all the time. But don't let the lighting fool you; the Death Shepherds near the entrance will absolutely wreck a level 4 party. You’ve been warned.
The Rosymorn Monastery: More Than Just Pretty Windows
The centerpiece of the bg3 mountain pass map is Rosymorn Monastery. You can’t miss it. It’s the giant, crumbling cathedral perched on a cliffside.
Getting inside is its own little puzzle. The front doors are magically sealed, so you've basically got to go around. You can use the cable car if you pass a Strength check—just don't fall off—or you can climb down the rocks. Once you're in, you’ll deal with Gremishkas (anti-magic cats that are pure nightmare fuel) and some drunk Kobolds living in the wine cellar.
The Blood of Lathander Checklist
This is why you're here. The Blood of Lathander is a legendary mace that blinds undead. In a game where the next 40 hours are spent in a literal shadow curse, this weapon is a cheat code.
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- Find the Ceremonial Weapons: You need the mace, the battleaxe, and the warhammer. They’re scattered around the monastery. One is with the eagles on the roof; another is guarded by a Guardian of Faith.
- The Stained Glass Puzzle: Place the weapons on the correct pedestals in the room with the fancy floor.
- Get the Dawnmaster’s Crest: This is the key. Do not, under any circumstances, try to take the mace later without this crest unless you want to blow up the entire monastery.
The verticality of this map is insane. You'll be jumping through broken windows and climbing knotted roots constantly. If you don't have someone with high Athletics or a jump spell, you're going to spend a lot of time looking at ledges you can't reach.
Crèche Y'llek: Diplomacy or Bloodshed?
Underneath the monastery sits Crèche Y'llek. If you have Lae'zel in your party, she’ll be vibrating with excitement. This is the githyanki "hospital/school/military base."
The bg3 mountain pass map gets really tense here. You meet Kith'rak Therezzyn and eventually the Inquisitor. This is a high-stakes area. You can try to play nice, but let’s be real—Githyanki aren't known for their hospitality.
There are some incredible items here besides the mace:
- The Knife of the Undermountain King: Sold by the Quartermaster (A'jak'nir Jeera). It’s a must-have for rogues.
- The Periapt of Wound Closure: Also from the vendor. It maximizes your healing.
- The Zaith'isk: A machine that promises to "cure" your tadpole. Spoiler: It doesn't. But if you pass the checks, you get some permanent buffs. If you fail, you get permanent debuffs. It’s a gamble.
Choosing Between the Mountain Pass and the Underdark
This is the big question every player asks. Which one?
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The answer is: Both.
You do not have to choose. You can clear the entire Underdark, ride the boat, fight the Grymforge boss, and then walk back to the bg3 mountain pass map. In fact, that's the "pro" move. The Mountain Pass is generally tuned for level 5 or 6. If you go there right after the Goblin Camp at level 3, the Githyanki patrol will turn you into a pincushion before you can even say "Vlaakith."
The Underdark is about scale and mystery. The Mountain Pass is about intense, focused story beats and legendary loot. Doing both ensures you hit Act 2 at level 7, which makes the Shadow-Cursed Lands much less of a headache.
Essential Waypoints and Navigation Tips
Navigating the bg3 mountain pass map can be a bit of a mess because of the cliffs. Make sure you grab these waypoints so you don't have to redo the "death climb" every time you want to sell loot:
- Trielta Crags: Right at the start. Lady Esther is right next to it. She wants you to steal a Githyanki egg. (Whether you do it or give her an Owlbear egg is up to your moral compass).
- Rosymorn Monastery: Found on the terrace once you reach the actual building.
- Crèche Y'llek: Inside the basement level of the monastery.
If you’re trying to find the path to Act 2, it’s at the far western edge of the trail. You'll see a bridge guarded by more Githyanki. Crossing this will finally push you into the next chapter of the game.
Final Takeaways for Your Run
- Finish the Druid Grove first or everyone dies.
- Bring a character with high Strength or "Misty Step" for the monastery's layout.
- Get the Dawnmaster's Crest before touching the shiny mace.
- Don't skip the vendor in the Crèche; her gear is relevant until the end of the game.
Go grab that mace. It’s worth the hike.
Next, you should probably make sure you've dealt with the Githyanki Inquisitor before you try to exit the Crèche, as he doesn't take kindly to people leaving with their heads still attached.