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Act One: Difference between revisions

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'''Act One''' of ''Baldur's Gate 3'' begins immediately after the events of the [[Prologue]], following the [[Nautiloid]] crash and the [[Character creation|player character]] waking up on the [[Ravaged Beach]].  
'''Act One''' of ''[[Baldur's Gate 3]]'' begins immediately after the events of the [[Prologue]], following the [[Nautiloid]] crash and the [[Character creation|player character]] waking up on the [[Ravaged Beach]].


While the player character gathers allies and searches for a cure from their [[illithid]] tadpole, a conflict is building between the [[Emerald Grove]] and a [[Goblin]] army that is gathering under the banner of the [[Absolute]]. Within Emerald Grove, tensions are high between the [[tiefling refugees|Tieflings]] who have sought refuge in the area and the Grove's [[Druid|Druidic]] protectors, who believe the refugees' presence is attracting external threats.
While the player character gathers allies and searches for a cure from their [[illithid]] tadpole, a conflict is building between the [[Emerald Grove]] and a [[goblin]] army that is gathering under the banner of the [[Absolute]]. Within the Grove, tensions are high between the [[tiefling refugees|tieflings]] who have sought refuge and the Grove's [[Druid|druidic]] protectors, who believe the refugees' presence is attracting external threats.


It is up to the party who to side with and against, or whether to ignore the local conflicts and head directly for [[Baldur's Gate]].
It is up to the party who to side with and against, or whether to ignore the local conflicts and head directly for [[Baldur's Gate]].


== Summary ==
== Summary ==
{{Quest|Find a Cure}} is the main quest at the beginning of Act One. This quest tracks any leads to remove the Mind Flayer Parasite. As the player character interacts with the world around them, more subquests are added. These subquests will lead to characters with unique insights into the party's condition.
{{Quest|Find a Cure}} is the main quest at the beginning of Act One. This quest tracks any leads to remove the mind flayer parasite. As the player character interacts with the world, more subquests are added. These subquests will lead to characters with unique insights into the party's condition.


While finding a cure is the focus of Act One, the party is likely to become embroiled in the main conflict of the area. Goblin parties canvas the [[Wilderness]] in search of Emerald Grove and the survivors of the Nautiloid Crash. The Goblins appear to be gathering under the banners of a supposed new god known as "the Absolute".
While finding a cure is the focus of Act One, the party are likely to become embroiled in the main conflict of the area. Goblin parties canvas the [[Wilderness]] in search of Emerald Grove and the survivors of the [[Nautiloid]] crash. The goblins appear to be gathering under the banners of a supposed new god known as "the Absolute".


The druidic circle at the Emerald Grove are experiencing internal trouble as well. Their First Druid {{CharLink|Halsin}} has gone missing after joining a party of adventurers to search for an ancient relic. In his absence, self-appointed First Druid {{CharLink|Kagha}} has initiated the [[Rite of Thorns]], a dangerous ritual that will seal the Grove from the outside world and expel the [[Tiefling Refugees]] currently seeking shelter.
The druidic circle at the Emerald Grove are experiencing internal trouble as well. Their {{CharLink|Halsin|First Druid Halsin}} has gone missing after joining a party of adventurers to search for an ancient relic. In his absence, self-appointed First Druid {{CharLink|Kagha}} has initiated the [[Rite of Thorns]], a dangerous ritual that will seal the Grove from the outside world and expel the [[tiefling refugees]] seeking shelter.


'''Deciding the Fate of the Emerald Grove'''
'''Deciding the Fate of the Emerald Grove'''
[[File:Rite of Thorns.jpg|thumb|The Ramparts of the Emerald Grove after the Rite of Thorns has been completed.|alt=The Ramparts of the Emerald Grove after the Rite of Thorns has been completed.]]
[[File:Rite of Thorns.jpg|thumb|The Ramparts of the Emerald Grove after the Rite of Thorns has been completed.|alt=The Ramparts of the Emerald Grove after the Rite of Thorns has been completed.]]
The Emerald Grove is sealed with the Rite of Thorns if...
The Emerald Grove is sealed with the Rite of Thorns if...
* The party provokes the Druids (by attacking/killing a Druid, or attempting to [[Steal the Sacred Idol]])
* The party provoke the druids by attacking/killing a druid or attempting to complete {{Quest|Steal the Sacred Idol}}
* The party enters the [[Mountain Pass]] or [[Shadow-Cursed Lands]] before ending the Rite of Thorns
* The party enter the [[Mountain Pass]] or [[Shadow-Cursed Lands]] before ending the Rite of Thorns
* {{CharLink|Zevlor}} and a large number of other Tieflings have been killed
* {{CharLink|Zevlor}} and a large number of other tieflings have been killed


The Rite of Thorns will be cancelled if...
The Rite of Thorns will be cancelled if...
* The party completes {{Quest|Investigate Kagha}} and exposes her allegiances
* The party complete {{Quest|Investigate Kagha}} and expose her allegiances
* The party completes {{Quest|Save the First Druid}} and helps Halsin return to the Emerald Grove
* The party complete {{Quest|Save the First Druid}} and help Halsin return to the Emerald Grove


If {{CharLink|Minthara}} learns of the Grove's location, the Goblins will {{Quest|Raid the Grove}}. The party can assist Minthara and betray the Grove or defend the area with the Tieflings.
If {{CharLink|Minthara}} learns of the Grove's location, the goblins will {{Quest|Raid the Grove}}. The party can assist Minthara and betray the Grove or defend the area with the tieflings.


Investigations into a cure will eventually direct the party towards [[Moonrise Towers]]. This will open another main quest: {{Quest|Reach Moonrise Towers}}. Traveling into the [[Mountain Pass]] or [[Shadow-Cursed Lands]] before resolving the conflict in the Emerald Grove may lead to the Grove being sealed off.
Investigations into a cure will eventually direct the party toward [[Moonrise Towers]]. This will open another main quest: {{Quest|Reach Moonrise Towers}}. Traveling into the [[Mountain Pass]] or [[Shadow-Cursed Lands]] before resolving the conflict in the Emerald Grove may lead to the Grove being sealed off.


== Companions ==
== Companions ==
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== Locations ==
== Locations ==
Act One consists of the [[Wilderness]], [[Underdark]], [[Grymforge]], and [[Rosymorn Monastery]]. Entering [[Rosymorn Monastery]] concludes the [[Rite of Thorns]], meaning if Kagha is not dealt with, then the [[Tiefling Refugees]] are expelled and the [[Emerald Grove]] becomes inaccessible to the party. Entering the [[Shadow-Cursed Lands]] advances time to [[Act Two]], causing several events to be resolved based on the party's progress.
Act One consists of the [[Wilderness]], [[Underdark]], [[Grymforge]], and [[Rosymorn Monastery]]. Entering [[Rosymorn Monastery]] concludes the [[Rite of Thorns]], meaning if {{CharLink|Kagha}} is not dealt with, then the [[Tiefling Refugees|tiefling refugees]] are expelled and the [[Emerald Grove]] becomes inaccessible to the party. Entering the [[Shadow-Cursed Lands]] advances time to [[Act Two]], causing the resolution of several events based on the party's progress.


=== Wilderness ===
=== Wilderness ===
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{{main|Wilderness}}
{{main|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.  
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, connecting most of the other locations in this region.


[[Risen Road]] is a long track connecting Baldur's Gate and Elturel, running parallel to the [[River Chionthar]] through the Wilderness. Notable settlements in the region include the [[Emerald Grove]], the former village of [[Blighted Village|Moonhaven]] and [[Waukeen's Rest]].
[[Risen Road]] is a long track connecting Baldur's Gate and Elturel, running parallel to the [[River Chionthar]] through the Wilderness. Notable settlements in the region include the [[Emerald Grove]], the former village of [[Blighted Village|Moonhaven]], and [[Waukeen's Rest]].


The Wilderness also contains several entrances to the [[Underdark]].
The Wilderness also contains several entrances to the [[Underdark]].
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{{main|Emerald Grove}}
{{main|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 the absence of First Druid Halsin. The druids are providing temporary refuge for the [[Tiefling Refugees]] from [[Elturel]], though tensions between the two groups are high. The Grove is on high alert due to the aggression of nearby goblins. Kagha has ordered the Rite of Thorns to shut the grove off, which would displace the Tieflings.
The druids of the Emerald Grove are led by {{CharLink|Kagha}}, who serves as their leader in the absence of {{CharLink|Halsin|First Druid Halsin}}. The druids are providing temporary refuge for the [[tiefling refugees]] from [[Elturel]], though tensions between the two groups are high. The Grove is on high alert due to the aggression of nearby goblins. Kagha has ordered the Rite of Thorns to shut the grove off, which would displace the tieflings.
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{{clear}}
=== Goblin Camp ===
=== Goblin Camp ===
[[File:Goblin Camp Overview.jpg|200px|thumb|Alt=Overview of the goblin camp.|Overview of the goblin camp.]]
[[File:Goblin Camp Overview.jpg|200px|thumb|Alt=Overview of the goblin camp.|Overview of the goblin camp.]]
{{main|Goblin Camp}}
{{main|Goblin Camp}}
The '''Goblin Camp''' is an old, re-purposed temple, now filled with Goblins and Cultists (and a captive {{CharLink|Volo}}), who are searching the area for an item. The [[Shattered Sanctum]] is inside the camp, where the Goblin leaders reside: {{CharLink|Minthara}}, {{CharLink|Dror Ragzlin}} and {{CharLink|Gut|Priestess Gut}}.  
The '''Goblin Camp''' is an old, re-purposed temple, now filled with goblins and cultists who are scouring the area for an item. The [[Shattered Sanctum]] is inside the camp, where the goblin leaders reside: {{CharLink|Minthara}}, {{CharLink|Dror Ragzlin}} and {{CharLink|Gut|Priestess Gut}}.


{{clear}}
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[[File:Underdark.jpg|200px|thumb|alt=The caverns of the Underdark.|The caverns of the Underdark]]
[[File:Underdark.jpg|200px|thumb|alt=The caverns of the Underdark.|The caverns of the Underdark]]
{{main|Underdark}}
{{main|Underdark}}
The '''Underdark''' is a [[region]] in [[Act 1]]. It is a vast series of caverns and tunnels devoid of sunlight but full of dangerous creatures and even more dangerous mushrooms. This area contains a multitude of [[alchemy|alchemical]] ingredients that are hard to find elsewhere.
The '''Underdark''' is a [[region]] in [[Act One]]. It is a vast series of caverns and tunnels devoid of sunlight but full of dangerous creatures and even more dangerous mushrooms. This area contains a multitude of [[alchemy|alchemical]] ingredients that are hard to find elsewhere.
The [[Drow]], [[Duergar]] and [[Gnome|Deep Gnomes]] are native to the Underdark.
The [[drow]], [[duergar]] and [[Gnome|deep gnomes]] are native to the Underdark.


The Underdark also contains four transition points to the [[Wilderness]].
The Underdark also contains four transition points to the [[Wilderness]].
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[[File:Screen View South Building Rosymorn Monastery.jpg|200px|thumb|alt=The building and courtyard on the south side of the Rosymorn Monastery.|The building and courtyard on the south side of the Rosymorn Monastery]]
[[File:Screen View South Building Rosymorn Monastery.jpg|200px|thumb|alt=The building and courtyard on the south side of the Rosymorn Monastery.|The building and courtyard on the south side of the Rosymorn Monastery]]
{{main|Rosymorn Monastery Trail|Rosymorn Monastery}}
{{main|Rosymorn Monastery Trail|Rosymorn Monastery}}
The '''Rosymorn Monastery''' is a location that can be found in the region northeast of the Rosymorn Monastery Trail. The original occupants, the Lathanderian clergy, were slaughtered by a group of [[Githyanki]], who now claim the underground area of the monastery as their [[Crèche Y'llek]].
The '''Rosymorn Monastery''' is a location that can be found in the region northeast of the Rosymorn Monastery Trail. The original occupants, the Lathanderian clergy, were slaughtered by a group of [[githyanki]], who now claim the underground area of the monastery as their [[Crèche Y'llek]].


Around the monastery, several groups of creatures have taken up residence, including a group of [[Kobold]] looters, some [[Gremishka]]s, and two [[Giant Eagle|Giant Eagles]].
Around the monastery, several groups of creatures have taken up residence, including a group of [[kobold]] looters, some [[gremishka]]s, and two [[Giant Eagle|giant eagles]].
{{clear}}
{{clear}}



Revision as of 00:10, 24 October 2024

Act One of Baldur's Gate 3 begins immediately after the events of the Prologue, following the Nautiloid crash and the player character waking up on the Ravaged Beach.

While the player character gathers allies and searches for a cure from their illithid tadpole, a conflict is building between the Emerald Grove and a goblin army that is gathering under the banner of the Absolute. Within the Grove, tensions are high between the tieflings who have sought refuge and the Grove's druidic protectors, who believe the refugees' presence is attracting external threats.

It is up to the party who to side with and against, or whether to ignore the local conflicts and head directly for Baldur's Gate.

Summary

Find a Cure Find a Cure is the main quest at the beginning of Act One. This quest tracks any leads to remove the mind flayer parasite. As the player character interacts with the world, more subquests are added. These subquests will lead to characters with unique insights into the party's condition.

While finding a cure is the focus of Act One, the party are likely to become embroiled in the main conflict of the area. Goblin parties canvas the Wilderness in search of Emerald Grove and the survivors of the Nautiloid crash. The goblins appear to be gathering under the banners of a supposed new god known as "the Absolute".

The druidic circle at the Emerald Grove are experiencing internal trouble as well. Their Halsin First Druid Halsin has gone missing after joining a party of adventurers to search for an ancient relic. In his absence, self-appointed First Druid Kagha Kagha has initiated the Rite of Thorns, a dangerous ritual that will seal the Grove from the outside world and expel the tiefling refugees seeking shelter.

Deciding the Fate of the Emerald Grove

The Ramparts of the Emerald Grove after the Rite of Thorns has been completed.
The Ramparts of the Emerald Grove after the Rite of Thorns has been completed.

The Emerald Grove is sealed with the Rite of Thorns if...

The Rite of Thorns will be cancelled if...

If Minthara Minthara learns of the Grove's location, the goblins will Raid the Grove Raid the Grove. The party can assist Minthara and betray the Grove or defend the area with the tieflings.

Investigations into a cure will eventually direct the party toward Moonrise Towers. This will open another main quest: Reach Moonrise Towers Reach Moonrise Towers. Traveling into the Mountain Pass or Shadow-Cursed Lands before resolving the conflict in the Emerald Grove may lead to the Grove being sealed off.

Companions

The following companions can be recruited in Act One, with each of them also having an associated quest.

Quests

Main article: Act One quests.

Main quests

Locations

Act One consists of the Wilderness, Underdark, Grymforge, and Rosymorn Monastery. Entering Rosymorn Monastery concludes the Rite of Thorns, meaning if Kagha Kagha is not dealt with, then the tiefling refugees are expelled and the Emerald Grove becomes inaccessible to the party. Entering the Shadow-Cursed Lands advances time to Act Two, causing the resolution of several events based on the party's progress.

Wilderness

A region map showing most of the locations in the Wilderness.
Main article: 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, connecting most of the other locations in this region.

Risen Road is a long track connecting Baldur's Gate and Elturel, running parallel to the River Chionthar through the Wilderness. Notable settlements in the region include the Emerald Grove, the former village of Moonhaven, and Waukeen's Rest.

The Wilderness also contains several entrances to the Underdark.

Emerald Grove

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.
Main article: 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 druids of the Emerald Grove are led by Kagha Kagha, who serves as their leader in the absence of Halsin First Druid Halsin. The druids are providing temporary refuge for the tiefling refugees from Elturel, though tensions between the two groups are high. The Grove is on high alert due to the aggression of nearby goblins. Kagha has ordered the Rite of Thorns to shut the grove off, which would displace the tieflings.

Goblin Camp

Overview of the goblin camp.
Main article: Goblin Camp

The Goblin Camp is an old, re-purposed temple, now filled with goblins and cultists who are scouring the area for an item. The Shattered Sanctum is inside the camp, where the goblin leaders reside: Minthara Minthara, Dror Ragzlin Dror Ragzlin and Gut Priestess Gut.

Underdark

The caverns of the Underdark.
The caverns of the Underdark
Main article: Underdark

The Underdark is a region in Act One. It is a vast series of caverns and tunnels devoid of sunlight but full of dangerous creatures and even more dangerous mushrooms. This area contains a multitude of alchemical ingredients that are hard to find elsewhere. The drow, duergar and deep gnomes are native to the Underdark.

The Underdark also contains four transition points to the Wilderness.

Rosymorn Monastery

The building and courtyard on the south side of the Rosymorn Monastery.
The building and courtyard on the south side of the Rosymorn Monastery

The Rosymorn Monastery is a location that can be found in the region northeast of the Rosymorn Monastery Trail. The original occupants, the Lathanderian clergy, were slaughtered by a group of githyanki, who now claim the underground area of the monastery as their Crèche Y'llek.

Around the monastery, several groups of creatures have taken up residence, including a group of kobold looters, some gremishkas, and two giant eagles.

Notes