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Purpose and usage
The campsite provides a location to swap or speak to party members, store or retrieve items from the Traveller's Chest, change class or revive fallen Companions via Withers, or take a Long Rest.
The night-time version of the campsite serves as the primary location for Long Resting and reforming the party composition. It is also a key location to progress the main and companion stories through camp conversations.
The day-time version of the camp is accessed whenever the player chooses to arrive at it through fast travel. The player may also appear here instead of in the World Map after resting if certain camp cutscenes that don't trigger automatically are available.
In Multiplayer, Withers' Wardrobe of Wayward Friends will spawn there when player characters are dismissed. As of Patch 3, the Magic Mirror can be found at the Campsite; from this, Custom and Dark Urge characters (not Origins, or Companions) can change their appearance.
When travelling to camp, all attached party members will travel also (members that are too far away from the traveller will not). Fleeing combat will also move the character to camp.
Waypoints
This location does not contain any waypoints, but can be fast travelled to at any point when fast travel in general is allowed. Arriving at the campsite this way will show the daytime version of the location.
Instances
The appearance of the Campsite (tents, furniture, characters, etc.) may change as the story progresses, provided the player gathers companions and allies. The campsite has several instance variants that are used when travelling to camp from certain game locations. Like the open world it is possible to loot containers and take items to be sold. These can be looted from each instance.
- Wilderness Campsite: This is the primary campsite players visit when in the Wilderness or its outdoor locations in Act One.
- Overgrown Chapel Campsite: This is the primary campsite players visit when in the interior regions of the Overgrown Ruins in Act One.
- Blighted Village (Basement) Campsite: This campsite is visited when in the basement / cellar of any home in the Blighted Village in Act One.
- Cavern Campsite: This campsite is visited when resting in the Whispering Depths in Act One.
- Underdark Campsite: This campsite is visited when in the primary Underdark region in Act One.
- Underdark (Grymforge) Campsite: This campsite is visited when in Grymforge in Act One.
- Underground Campsite: This campsite is visited when in underground over-land regions such as the Zhentarim Basement or the Underground Passage in Act One.
- Rosymorn Monastery Trail Campsite: This campsite is visited when resting in the main area of Rosymorn Monastery Trail in Act One.
- Crèche Y'llek Campsite: This campsite is visited when resting inside Crèche Y'llek in Act One.
- Shadow-Cursed Lands Campsite: This campsite is visited when resting while in many of the areas within the Shadow-Cursed Lands Region in Act Two.
- The Last Light Inn Campsite: This campsite is visited when resting while in the Last Light Inn location of the Shadow-Cursed Lands in Act Two.
- The Gauntlet of Shar Campsite: This campsite is visited when resting in the Gauntlet of Shar Area of the Shadow-Cursed Lands Region in Act Two.
- Moonrise Towers Campsite: This campsite is visited when resting in Moonrise Towers in Act Two.
- Wyrm's Lookout Campsite: A one-time campsite visited during an intermission after completing Act Two.
- Rivington Campsite: This campsite is visited when resting while in Rivington or Wyrm's Rock in Act Three.
- Baldur's Gate Alley Campsite: This campsite is visited when resting while in the Lower City in Act Three.
- Elfsong Tavern Suite: This campsite is different from the others in that it is not automatically obtained by resting. Instead, the player must speak to Alan Alyth behind the bar of the Elfsong Tavern and unlock the option to stay at the Inn, either by paying gold or via a dialogue check. Once unlocked the room will be available on rest, and replaces the Alley Campsite as the main camp while resting in Baldur's Gate.
- (Please contribute to the wiki if you have information on additional campsites.)
Item persistence
You can place items, containers, chests in a camp. If you return to the same camp instance those items will persist. However, if you travel to a different camp instance type, those items will not be moved to the new instance.
At a certain point in the story you can not return to camp instances from previous Acts. So storing items in these camps can be dangerous.
The Traveller's Chest is the only exception; its contents persist across all camps.
Galleries
Campsites are often visually distinct between regions.
Individual campsites may vary greatly in layout and expanse.
Related quests
Notable characters
The presence of any of the below characters is dependent upon story choices made by the player.
Companions
NPCs
Notes
- Some campsites contain Easter Eggs in the form of "singing spots," locations where a character can stand an hear different music than the usual campsite song. The known singing spots include:
"Singing" rock above Astarion's tent in the Wilderness camp, X: -643 Y: -199. Plays a fully orchestrated and vocalized version of "I Want To Live."
"Singing" vista overlooking Wyrm's Rock at the Wyrm's Lookout camp, X: 363 Y: 51. Plays a fully orchestrated and vocalized version of "I Want To Live."