Throughout your travels inBaldur’s Gate 3, you’ll come across a fair few events, locations, and interactions, but even when you find something new that you wish to explore, you don’t necessarily knowhowto go about doing so.

Some things you’ll stumble across from time to time are rocky crevices and burrow holes, offering passageways into new areas or even secret paths into areas you can access through other means. For most of us, attempting to interact with these will result in your character saying you are too large — so what exactly do you need to do? Let us fill you in.

The whole party beside a Rocky Crevice in Baldur’s Gate 3.

How To Find Rocky Crevices And Burrow Holes

Crevices and burrow holes are part of the environmental scenery around you and hard to spot, butif your characters pass a Perception check, they’ll alert you to its presence, and it will become selectable.

If you notice your entire party fails a Perception check, it might be worth returning there with a different companion or summoning a familiar to trigger another check to discover what you missed.

A character using Disguise Self in Baldur’s Gate 3.

How To Get Through Burrows And Crevices

It’s important to note thatcrevices are larger than burrow holes and so are easier to get through. Additionally, burrow holes should not be confused with burrows, which act as lootable containers should your party notice them.

If you are playingas a smaller race, such as a Halfling or Gnome, you will be able to pass through crevices without having to do anything.

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How To Enter Crevices

As crevices are a little larger, you have a wider range of things you can do:

How To Enter Burrows

If you or your companions don’t have any of these spells available, you can look for scrolls or potions that will allow you to use them instead.

Baldur’s Gate 3

WHERE TO PLAY

Baldur’s Gate 3 is the long-awaited next chapter in the Dungeons & Dragons-based series of RPGs. Developed by Divinity creator Larian Studios, it puts you in the middle of a mind flayer invasion of Faerûn, over a century after the events of its predecessor.