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[[File:Chapter 1.webp|right|400px|Act One of Baldur's Gate 3 opening on the Crashed Nautiloid - Baldur's Gate 3 Wiki]] | |||
{{ | {{UnderConstruction}} | ||
'''Act One''' of Baldur's Gate 3 begins immediately after the events of the [[Prologue]] with the crash landing of the [[Nautiloid]] and the [[Character Creation|Player Character]] waking up on the [[Ravaged Beach]]. | |||
}} | |||
'''Act One''' of | |||
While the | While the main quest might be focused on the search for a cure, Act One revolves around the conflict between the Goblin Army gathering under the banner of the [[Absolute]] and the [[Emerald Grove]], and the tension between the [[Tiefling Refugees]] and Druids in the [[Emerald Grove]]. It is up to the player who to side with and who to side against, or whether to ignore it all and head straight towards Baldur's Gate. | ||
It is up to the player who to side with and who to side against, or whether to ignore it all and head straight towards Baldur's Gate. | |||
{{clear}} | |||
== Companions == | == Companions == | ||
The following companions | The following companions are available to the player in Act One, with each of them also having an associated quest. | ||
* | * [[Shadowheart]] ([[Daughter of Darkness]]) | ||
* | * [[Karlach]] ([[Our Fiery Friend]]) | ||
* | * [[Wyll]] ([[The Blade of Frontiers]]) | ||
* | * [[Lae'zel]] ([[The Githyanki Warrior]]) | ||
* | * [[Astarion]] ([[The Pale Elf]]) | ||
* | * [[Gale]] ([[The Wizard of Waterdeep]]) | ||
== Summary == | == Summary == | ||
As the first act of the game, Act One sets the scene for | As the first act of the game, Act One sets the scene for Baldur's Gate 3. The main quest at the beginning of Act One is [[Find A Cure]]. This quest tracks the search for ways to remove the Mind Flayer Parasite. As the player interacts with the world around them, more subquests will open up. These subquests will lead to characters with unique insights into the players condition. | ||
While | While the main quest of Act One is [[Find a Cure]], the party is likely to become embroiled in the main conflict of the area. Goblin search parties canvas the [[Wilderness]] in search of the Emerald Grove, as well as survivors of the Nautiloid Crash. It appears that they are all gathering under the banners of a supposed new god called the [[Absolute]]. | ||
The druidic circle at the Emerald Grove are experiencing internal trouble as well. Their First Druid [[Halsin]] has gone missing after | The druidic circle at the [[Emerald Grove]] are experiencing internal trouble as well. Their First Druid, [[Halsin]] has gone missing after heading out alongside adventurers in search of an ancient relic. In his absence, self-appointed First Druid [[Kagha]] has started the [[Rite of Thorns]], a dangerous ritual that will seal the Grove off and expel the [[Tiefling Refugees]] currently seeking shelter with the Druids. | ||
Investigations into a cure are likely to eventually point the player towards Moonrise Towers. This will open up another main quest: [[Reach Moonrise Towers]]. Travelling into the [[Mountain Pass]] or [[Shadow-Cursed Lands]] before resolving the conflict in the Emerald Grove may lead to the Grove being sealed off. | |||
[[ | |||
=== Main Quests === | |||
The main quests in '''Act One''' are | |||
* [[Find a Cure]] | |||
** [[Get Help from Healer Nettie]] | |||
** [[Ask the Goblin Priestess for Help]] | |||
** [[Get Help from Auntie Ethel]] | |||
** [[Rescue the Druid Halsin]] | |||
** [[Find the Githyanki Crèche]] | |||
** [[Help Omeluum investigate the parasite]] | |||
* [[Reach Moonrise Towers]] | |||
* [[Find the Nightsong]] | |||
* [[Gather Your Allies]] | |||
=== Side Quests === | |||
* [[Defeat the Duergar Intruders]] | |||
* [[Free True Soul Nere]] | |||
** [[Find the Explosives]] | |||
** [[Blind the Absolute]] | |||
* [[Rescue the Gnomes in Moonrise Towers]] | |||
* [[Rescue the Grand Duke]] | |||
* [[Save the Refugees]] | |||
** [[Investigate Kagha]] | |||
** [[Defeat the Goblins]] | |||
** [[Raid the Grove]] | |||
** [[Save the First Druid]] | |||
* [[Avenge Glut's Circle]] | |||
* [[Deliver Nere's Head]] | |||
* [[Find the Missing Shipment]] | |||
* [[Find the Missing Boots]] | |||
* [[Find the Mushroom Picker]] | |||
* [[Find the Nightsong]] | |||
* [[Free the Artist]] | |||
* [[Hunt the Devil]] | |||
* [[Rescue the Gnome]] | |||
* [[Save Mayrina]] | |||
* [[Save the Goblin Sazza]] | |||
* [[Save the Grymforge Gnomes]] | |||
* [[Cure the Poisoned Gnome]] | |||
* [[Explore the Ruins]] | |||
* [[Finish the Masterwork Weapon]] | |||
* [[Rescue Volo]] | |||
* [[Search the Cellar]] | |||
** [[Destroy the Ancient Tome]] | |||
** [[Unlock the Ancient Tome]] | |||
* [[The Adamantine Forge (Quest)|The Adamantine Forge]] | |||
* [[Investigate the Beach]] | |||
* [[Find Doni]] | |||
* [[Return the Locket]] | |||
* [[Rescue the Trapped Man]] | |||
* [[Save Arabella]] | |||
* [[Steal the Sacred Idol]] | |||
* [[Talk to the Sentient Amulet]] | |||
* [[Help the Cursed Monk]] | |||
* [[Find the Blood of Lathander]] | |||
* [[Steal a Githyanki Egg]] | |||
== Locations == | == Locations == | ||
Act One | Act One is limited to the [[Wilderness]], the [[Underdark]], [[Grymforge]], and their constituent zones. Leaving these zones will advance time to [[Act Two]], causing several events to be resolved based on the player's progress. For example, if the player did not stop the [[Rite of Thorns]], the ritual will be successful and The Grove will become inaccessible. | ||
=== Wilderness === | === Wilderness === | ||
[[File:Wilderness.jpg|200px|thumb|Alt=A region map showing most of the locations in the Wilderness.|A region map showing most of the locations in the Wilderness.]] | [[File:Wilderness.jpg|200px|thumb|Alt=A region map showing most of the locations in the Wilderness.|A region map showing most of the locations in the Wilderness.]] | ||
''For more information see: [[Wilderness]]'' | |||
The Wilderness is a region comprised of multiple locations in Act One of Baldur's Gate 3. In-game, it is also the name of one of the largest locations on the Act One main map; an area that connects most of the other locations in this region. | |||
{{clear}} | {{clear}} | ||
=== Emerald Grove === | === Emerald Grove === | ||
[[File:Sacred Pool.png|200px|thumb|alt=The Sacred Pool of the Emerald Grove, and the ritual site of the Rite of Thorns.|The Sacred Pool of the Emerald Grove, and the ritual site of the Rite of Thorns.]] | [[File:Sacred Pool.png|200px|thumb|alt=The Sacred Pool of the Emerald Grove, and the ritual site of the Rite of Thorns.|The Sacred Pool of the Emerald Grove, and the ritual site of the Rite of Thorns.]] | ||
''For more information see: [[Emerald Grove]]'' | |||
The '''Emerald Grove''', also known as ''Silvanus' Grove'' and ''Druid's Grove'', is an area and location in the Wilderness of Act One of Baldur's Gate 3. It encompasses the large cavern known as the [[The Hollow]] and the [[Sacred Pool]]. | The '''[[Emerald Grove]]''', also known as ''Silvanus' Grove'' and ''Druid's Grove'', is an area and location in the Wilderness of Act One of Baldur's Gate 3. It encompasses the large cavern known as the [[The Hollow]] and the [[Sacred Pool]]. | ||
The Druids of the Emerald Grove are led by [[Kagha]] who serves as the leader of the druids in First Druid [[Halsin]]'s absence. They are providing a temporary refuge for the [[ | The Druids of the Emerald Grove are led by [[Kagha]] who serves as the leader of the druids in First Druid [[Halsin]]'s absence. They are providing a temporary refuge for the [[Tiefling Refugees]] from [[Elturel]], though tensions are high. The Grove is on high alert due to the aggression of nearby goblins. Kagha has ordered the Rite of Thorns be preformed to shut the grove off, which would displace the Tieflings. | ||
{{clear}} | {{clear}} | ||
=== Goblin Camp === | === Goblin Camp === | ||
[[ | ''For more information see: [[Goblin Camp]]'' | ||
=== Underdark === | === Underdark === | ||
''For more information see: [[Underdark]]'' | |||
== Trivia == | |||
* [[Early Access]] took place entirely in Act One. | |||