Ad placeholder

Act One

From bg3.wiki
Revision as of 07:49, 22 October 2024 by SmolPetra (talk | contribs) (copyedit)
Jump to navigation Jump to search

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 Emerald Grove, tensions are high between the Tieflings who have sought refuge in the area 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 around them, 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".

The druidic circle at the Emerald Grove are experiencing internal trouble as well. Their First Druid Halsin 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 currently 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 towards 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 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.

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; an area that connects 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 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.

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 (and a captive Volo Volo), who are searching 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 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 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