Baldur's Gate 3 is a game of limitless possibilities and permutations, meaning you'll rarely find your progress impeded. However, in rare circumstances, you can trap yourself in an inescapable situation, which is exactly what happened to one Baldur's Gate 3 player.
Anyone who's played Baldur's Gate 3 for an extended period will know the Emerald Grove. The druid encampment acts as a starting town for wounded adventurers who have just wandered off the Nautiloid.
After gaining access to the inner part of the Grove, you can encounter Halsin's apprentice Nettie. After coming clean about being infected by an Illithid parasite, Nettie can react in several ways depending on how the dialogue plays out. Most often, she'll allow the player to leave as long as they swear to drink a vial of poison if they feel themselves turning into Mind Flayers.
However, if you refuse, Nettie will lock the doors and become hostile. After defeating her, you'll be able to equip her circlet, Key of the Ancients, to unlock the room's doors. However, using a piece of equipment to open a locked door isn't a commonly utilised mechanic in Baldur's Gate 3. If you weren't paying attention, you could easily just...